BOMB
DEFUSAL
MANUAL
Version 1
Verification Code: 241
Revision 3
Keep Talking and Nobody Explodes v. 1
Introduction
Welcome to the dangerous and challenging world of bomb defusing.
Study this manual carefully; you are the expert. In these pages you will find
everything you need to know to defuse even the most insidious of bombs.
And remember — One small oversight and it could all be over!
Page 2 of 23
Keep Talking and Nobody Explodes v. 1
Defusing Bombs
Defusing Bombs
A bomb will explode when its countdown timer reaches 0:00 or when too many
strikes have been recorded. The only way to defuse a bomb is to disarm all of its
modules before its countdown timer expires.
Example Bomb
Front
Side
Modules
Each bomb will include up to 11 modules that must be disarmed. Each module is
discrete and can be disarmed in any order.
Instructions for disarming modules can be found in Section 1. "Needy" modules
present a special case and are described in Section 2.
Strikes
When the Defuser makes a mistake the bomb will record a strike
which will be displayed on the indicator above the countdown
timer. Bombs with a strike indicator will explode upon the third
strike. The timer will begin to count down faster after a strike
has been recorded.
Strike
Indicator
If no strike indicator is present above the countdown timer, the
bomb will explode upon the first strike, leaving no room for error.
Gathering Information
Some disarming instructions will require specific information about the bomb,
such as the serial number. This type of information can typically be found on
the top, bottom, or sides of the bomb casing. See Appendix A, B, and C for
identification instructions that will be useful in disarming certain modules.
Page 3 of 23
Keep Talking and Nobody Explodes v. 1
Section 1: Modules
Modules can be identified by an LED in the top right corner.
When this LED is lit green the module has been disarmed.
All modules must be disarmed to defuse the bomb.
Page 4 of 23
Section 1: Modules
Keep Talking and Nobody Explodes v. 1
Wires
On the Subject of Wires
Wires are the lifeblood of electronics! Wait, no, electricity is the lifeblood.
Wires are more like the arteries. The veins? No matter…
A wire module can have 3-6 wires on it.
Only the one correct wire needs to be cut to disarm the
module.
Wire ordering begins with the first on the top.
3 wires:
If there are no red wires, cut the second wire.
Otherwise, if the last wire is white, cut the last wire.
Otherwise, if there is more than one blue wire, cut the last blue wire.
Otherwise, cut the last wire.
4 wires:
If there is more than one red wire and the last digit of the serial number is
odd, cut the last red wire.
Otherwise, if the last wire is yellow and there are no red wires, cut the first
wire.
Otherwise, if there is exactly one blue wire, cut the first wire.
Otherwise, if there is more than one yellow wire, cut the last wire.
Otherwise, cut the second wire.
5 wires:
If the last wire is black and the last digit of the serial number is odd, cut the
fourth wire.
Otherwise, if there is exactly one red wire and there is more than one yellow
wire, cut the first wire.
Otherwise, if there are no black wires, cut the second wire.
Otherwise, cut the first wire.
6 wires:
If there are no yellow wires and the last digit of the serial number is odd, cut
the third wire.
Otherwise, if there is exactly one yellow wire and there is more than one
white wire, cut the fourth wire.
Otherwise, if there are no red wires, cut the last wire.
Otherwise, cut the fourth wire.
Page 5 of 23
Keep Talking and Nobody Explodes v. 1
The Button
On the Subject of The Button
You might think that a button telling you to press it is pretty straightforward.
That’s the kind of thinking that gets people exploded.
See Appendix A for indicator identification reference.
See Appendix B for battery identification reference.
Follow these rules in the order they are listed. Perform the
first action that applies:
1. If the button is blue and the button says "Abort", hold the button and refer
to "Releasing a Held Button".
2. If there is more than 1 battery on the bomb and the button says "Detonate",
press and immediately release the button.
3. If the button is white and there is a lit indicator with label CAR, hold the
button and refer to "Releasing a Held Button".
4. If there are more than 2 batteries on the bomb and there is a lit indicator
with label FRK, press and immediately release the button.
5. If the button is yellow, hold the button and refer to "Releasing a Held
Button".
6. If the button is red and the button says "Hold", press and immediately
release the button.
7. If none of the above apply, hold the button and refer to "Releasing a Held
Button".
Releasing a Held Button
If you start holding the button down, a colored strip will light up on the right
side of the module. Based on its color you must release the button at a specific
point in time:
Blue strip: release when the countdown timer has a 4 in any position.
White strip: release when the countdown timer has a 1 in any position.
Yellow strip: release when the countdown timer has a 5 in any position.
Any other color strip: release when the countdown timer has a 1 in any
position.
Page 6 of 23
Keep Talking and Nobody Explodes v. 1
On the Subject of Keypads
I'm not sure what these symbols are, but I suspect they have something to do with
occult.
Only one column below has all four of the symbols from
the keypad.
Press the four buttons in the order their symbols appear
from top to bottom within that column.
Page 7 of 23
Keypads
Keep Talking and Nobody Explodes v. 1
Simon Says
On the Subject of Simon Says
This is like one of those toys you played with as a kid where you have to match the
pattern that appears, except this one is a knockoff that was probably purchased at
a dollar store.
1. One of the four colored buttons will flash.
2. Using the correct table below, press the button with the
corresponding color.
3. The original button will flash, followed by another. Repeat this sequence
in order using the color mapping.
4. The sequence will lengthen by one each time you correctly enter a sequence
until the module is disarmed.
If the serial number contains a vowel:
Red
Flash
Button to press:
Blue
Flash
Green
Flash
Yellow
Flash
No Strikes
Blue
Red
Yellow
Green
1 Strike
Yellow
Green
Blue
Red
2 Strikes
Green
Red
Yellow
Blue
If the serial number does not contain a vowel:
Red
Flash
Button to press:
Blue
Flash
Green
Flash
Yellow
Flash
No Strikes
Blue
Yellow
Green
Red
1 Strike
Red
Blue
Yellow
Green
2 Strikes
Yellow
Green
Blue
Red
Page 8 of 23
Keep Talking and Nobody Explodes v. 1
Who's on First
On the Subject of Who’s on First
This contraption is like something out of a sketch comedy routine, which might
be funny if it wasn't connected to a bomb. I’ll keep this brief, as words only
complicate matters.
1. Read the display and use step 1 to determine which
button label to read.
2. Using this button label, use step 2 determine which
button to push.
3. Repeat until the module has been disarmed.
Step 1:
Based on the display, read the label of a particular button and proceed to step 2:
YES
FIRST
DISPLAY
OKAY
SAYS
NOTHING
BLANK
NO
LED
LEAD
READ
RED
REED
LEED
HOLD ON
YOU
YOU ARE
YOUR
YOU'RE
UR
THERE
THEY'RE
THEIR
THEY ARE
SEE
C
CEE
Page 9 of 23
Keep Talking and Nobody Explodes v. 1
Who's on First
Step 2:
Using the label from step 1, push the first button that appears in its
corresponding list:
"READY":
YES, OKAY, WHAT, MIDDLE, LEFT, PRESS, RIGHT, BLANK, READY, NO, FIRST, UHHH, NOTHING, WAIT
"FIRST":
LEFT, OKAY, YES, MIDDLE, NO, RIGHT, NOTHING, UHHH, WAIT, READY, BLANK, WHAT, PRESS, FIRST
"NO":
BLANK, UHHH, WAIT, FIRST, WHAT, READY, RIGHT, YES, NOTHING, LEFT, PRESS, OKAY, NO, MIDDLE
"BLANK":
WAIT, RIGHT, OKAY, MIDDLE, BLANK, PRESS, READY, NOTHING, NO, WHAT, LEFT, UHHH, YES, FIRST
"NOTHING":
UHHH, RIGHT, OKAY, MIDDLE, YES, BLANK, NO, PRESS, LEFT, WHAT, WAIT, FIRST, NOTHING, READY
"YES":
OKAY, RIGHT, UHHH, MIDDLE, FIRST, WHAT, PRESS, READY, NOTHING, YES, LEFT, BLANK, NO, WAIT
"WHAT":
UHHH, WHAT, LEFT, NOTHING, READY, BLANK, MIDDLE, NO, OKAY, FIRST, WAIT, YES, PRESS, RIGHT
"UHHH":
READY, NOTHING, LEFT, WHAT, OKAY, YES, RIGHT, NO, PRESS, BLANK, UHHH, MIDDLE, WAIT, FIRST
"LEFT":
RIGHT, LEFT, FIRST, NO, MIDDLE, YES, BLANK, WHAT, UHHH, WAIT, PRESS, READY, OKAY, NOTHING
"RIGHT":
YES, NOTHING, READY, PRESS, NO, WAIT, WHAT, RIGHT, MIDDLE, LEFT, UHHH, BLANK, OKAY, FIRST
"MIDDLE":
BLANK, READY, OKAY, WHAT, NOTHING, PRESS, NO, WAIT, LEFT, MIDDLE, RIGHT, FIRST, UHHH, YES
"OKAY":
MIDDLE, NO, FIRST, YES, UHHH, NOTHING, WAIT, OKAY, LEFT, READY, BLANK, PRESS, WHAT, RIGHT
"WAIT":
UHHH, NO, BLANK, OKAY, YES, LEFT, FIRST, PRESS, WHAT, WAIT, NOTHING, READY, RIGHT, MIDDLE
"PRESS":
RIGHT, MIDDLE, YES, READY, PRESS, OKAY, NOTHING, UHHH, BLANK, LEFT, FIRST, WHAT, NO, WAIT
"YOU":
SURE, YOU ARE, YOUR, YOU'RE, NEXT, UH HUH, UR, HOLD, WHAT?, YOU, UH UH, LIKE, DONE, U
"YOU ARE":
YOUR, NEXT, LIKE, UH HUH, WHAT?, DONE, UH UH, HOLD, YOU, U, YOU'RE, SURE, UR, YOU ARE
"YOUR":
UH UH, YOU ARE, UH HUH, YOUR, NEXT, UR, SURE, U, YOU'RE, YOU, WHAT?, HOLD, LIKE, DONE
"YOU'RE":
YOU, YOU'RE, UR, NEXT, UH UH, YOU ARE, U, YOUR, WHAT?, UH HUH, SURE, DONE, LIKE, HOLD
"UR":
DONE, U, UR, UH HUH, WHAT?, SURE, YOUR, HOLD, YOU'RE, LIKE, NEXT, UH UH, YOU ARE, YOU
"U":
UH HUH, SURE, NEXT, WHAT?, YOU'RE, UR, UH UH, DONE, U, YOU, LIKE, HOLD, YOU ARE, YOUR
"UH HUH":
UH HUH, YOUR, YOU ARE, YOU, DONE, HOLD, UH UH, NEXT, SURE, LIKE, YOU'RE, UR, U, WHAT?
"UH UH":
UR, U, YOU ARE, YOU'RE, NEXT, UH UH, DONE, YOU, UH HUH, LIKE, YOUR, SURE, HOLD, WHAT?
"WHAT?":
YOU, HOLD, YOU'RE, YOUR, U, DONE, UH UH, LIKE, YOU ARE, UH HUH, UR, NEXT, WHAT?, SURE
"DONE":
SURE, UH HUH, NEXT, WHAT?, YOUR, UR, YOU'RE, HOLD, LIKE, YOU, U, YOU ARE, UH UH, DONE
"NEXT":
WHAT?, UH HUH, UH UH, YOUR, HOLD, SURE, NEXT, LIKE, DONE, YOU ARE, UR, YOU'RE, U, YOU
"HOLD":
YOU ARE, U, DONE, UH UH, YOU, UR, SURE, WHAT?, YOU'RE, NEXT, HOLD, UH HUH, YOUR, LIKE
"SURE":
YOU ARE, DONE, LIKE, YOU'RE, YOU, HOLD, UH HUH, UR, SURE, U, WHAT?, NEXT, YOUR, UH UH
"LIKE":
YOU'RE, NEXT, U, UR, HOLD, DONE, UH UH, WHAT?, UH HUH, YOU, LIKE, SURE, YOU ARE, YOUR
Page 10 of 23
Keep Talking and Nobody Explodes v. 1
Memory
On the Subject of Memory
Memory is a fragile thing but so is everything else when a bomb goes off, so pay
attention!
Press the correct button to progress the module to the
next stage. Complete all stages to disarm the module.
Pressing an incorrect button will reset the module back
to stage 1.
Button positions are ordered from left to right.
Stage 1:
If the display is 1, press the button in the second position.
If the display is 2, press the button in the second position.
If the display is 3, press the button in the third position.
If the display is 4, press the button in the fourth position.
Stage 2:
If the display is 1, press the button labeled "4".
If the display is 2, press the button in the same position as you pressed in stage 1.
If the display is 3, press the button in the first position.
If the display is 4, press the button in the same position as you pressed in stage 1.
Stage 3:
If the display is 1, press the button with the same label you pressed in stage 2.
If the display is 2, press the button with the same label you pressed in stage 1.
If the display is 3, press the button in the third position.
If the display is 4, press the button labeled "4".
Stage 4:
If the display is 1, press the button in the same position as you pressed in stage 1.
If the display is 2, press the button in the first position.
If the display is 3, press the button in the same position as you pressed in stage 2.
If the display is 4, press the button in the same position as you pressed in stage 2.
Stage 5:
If the display is 1, press the button with the same label you pressed in stage 1.
If the display is 2, press the button with the same label you pressed in stage 2.
If the display is 3, press the button with the same label you pressed in stage 4.
If the display is 4, press the button with the same label you pressed in stage 3.
Page 11 of 23
Keep Talking and Nobody Explodes v. 1
Morse Code
On the Subject of Morse Code
An antiquated form of naval communication? What next? At least it's genuine Morse
Code, so pay attention and you might just learn something.
Interpret the signal from the flashing light using the
Morse Code chart to spell one of the words in the table.
The signal will loop, with a long gap between
repetitions.
Once the word is identified, set the corresponding frequency and press the
transmit (TX) button.
How to Interpret
1. A short flash represents a dot.
2. A long flash represents a dash.
3. There is a long gap between letters.
4. There is a very long gap before the word repeats.
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
X
Y
Z
1
2
3
4
5
6
7
8
9
0
Page 12 of 23
If the
word is:
Respond at
frequency:
shell
3.505 MHz
halls
3.515 MHz
slick
3.522 MHz
trick
3.532 MHz
boxes
3.535 MHz
leaks
3.542 MHz
strobe
3.545 MHz
bistro
3.552 MHz
flick
3.555 MHz
bombs
3.565 MHz
break
3.572 MHz
brick
3.575 MHz
steak
3.582 MHz
sting
3.592 MHz
vector
3.595 MHz
beats
3.600 MHz
Keep Talking and Nobody Explodes v. 1
Complicated Wires
On the Subject of Complicated Wires
These wires aren't like the others. Some have stripes! That makes them completely
different. The good news is that we've found a concise set of instructions on what
to do about it! Maybe too concise...
Look at each wire: there is an LED above the wire and a
space for a "★" symbol below the wire.
For each wire/LED/symbol combination, use the Venn
diagram below to decide whether or not to cut the wire.
Each wire may be striped with multiple colors.
C
S
S
S
C
C
P
P
D
S
D
D
B
P
B
B
Wire has red
coloring
Wire has blue
coloring
Has ★ symbol
LED is on
Letter
Instruction
C
Cut the wire
D
Do not cut the wire
S
Cut the wire if the last digit of the
serial number is even
P
Cut the wire if the bomb has a parallel
port
B
Cut the wire if the bomb has two or
more batteries
See Appendix B for battery identification reference.
See Appendix C for port identification reference.
Page 13 of 23
Keep Talking and Nobody Explodes v. 1
Wire Sequences
On the Subject of Wire Sequences
It's hard to say how this mechanism works. The engineering is pretty impressive,
but there must have been an easier way to manage nine wires.
Within this module there are several panels with wires
on them, but only one panel is visible at a time. Switch
to the next panel by using the down button and the
previous panel by using the up button.
Do not switch to the next panel until you are sure that you have cut all
necessary wires on the current panel.
Cut the wires as directed by the following table. Wire occurrences are
cumulative over all panels within the module.
Red Wire Occurrences
Blue Wire Occurrences
Black Wire Occurrences
Cut if
Wire Occurrence connected
to:
Cut if
Wire Occurrence connected
to:
Cut if
Wire Occurrence connected
to:
First red
occurrence
C
First blue
occurrence
B
First black
occurrence
A, B or C
Second red
occurrence
B
Second blue
occurrence
A or C
Second black
occurrence
A or C
Third red
occurrence
A
Third blue
occurrence
B
Third black
occurrence
B
Fourth red
occurrence
A or C
Fourth blue
occurrence
A
Fourth black
occurrence
A or C
Fifth red
occurrence
B
Fifth blue
occurrence
B
Fifth black
occurrence
B
Sixth red
occurrence
A or C
Sixth blue
occurrence
B or C
Sixth black
occurrence
B or C
Seventh red
occurrence
A, B or C
Seventh blue
occurrence
C
Seventh black
occurrence
A or B
Eighth red
occurrence
A or B
Eighth blue
occurrence
A or C
Eighth black
occurrence
C
Ninth red
occurrence
B
Ninth blue
occurrence
A
Ninth black
occurrence
C
Page 14 of 23
Keep Talking and Nobody Explodes v. 1
On the Subject of Mazes
This seems to be some kind of maze, probably stolen off of a restaurant placemat.
Find the maze with matching circular markings.
The defuser must navigate the white light to the red
triangle using the arrow buttons.
Warning: Do not cross the lines shown in the maze. These
lines are invisible on the bomb.
Page 15 of 23
Mazes
Keep Talking and Nobody Explodes v. 1
Passwords
On the Subject of Passwords
Fortunately this password doesn't seem to meet standard government security
requirements: 22 characters, mixed case, numbers in random order without any
palindromes above length 3.
The buttons above and below each letter will cycle
through the possibilities for that position.
Only one combination of the available letters will
match a password below.
Press the submit button once the correct word has been set.
about
after
again
below
could
every
first
found
great
house
large
learn
never
other
place
plant
point
right
small
sound
spell
still
study
their
there
these
thing
think
three
water
where
which
world
would
write
Page 16 of 23
Keep Talking and Nobody Explodes Mod
Gridlock
On the Subject of Gridlock
Even a traffic jam isn’t this stop and go.
A four by four grid is shown, with squares marked with
colors and/or shapes.
The starting position is the square marked with a star.
Using the first table on the next page, find the
direction indicated by the star and the color of that square.
The next position is the square 1 space in the direction indicated by the
table lookup.
Press the NEXT button. This will change the information displayed on the
module.
Continue finding positions using the following rules:
If the current square on the module has an arrow, move in the direction
indicated by the arrow.
If the current square is colored, use the first table to look up the
direction to move based on the symbol and color in the square, and
press the NEXT button.
If the current square on the module is blank, find the table marked
with the same color as the last colored square used, and move in the
direction indicated based on the current position.
If at any point, a movement would result in landing on a previously
occupied position, continue in the same direction until you land on an asyet unused position.
The grid loops around, such that an upward movement from the top row will
move to the bottom row of the same column, and likewise for left/right
movement off the grid, or diagonal movement off the grid (for example,
moving north-east from A1 leads to B4.)
At some point, an instruction will result in a gridlock, where all possible
positions valid to move to have already been used.
The square that gave that movement is the solution. Hitting that square on
the grid will disarm the module.
Hitting any other square in the grid will result in a strike and the module
returning to its initial state.
The page number in the bottom-right of the module displays which set of
symbols the module is currently showing. In some cases it may be necessary
to loop back to the first page while solving the module.
Keep Talking and Nobody Explodes Mod
Gridlock
Movement
Blue
Green
Yellow
Red
△
↙
↗
↓
→
◇
↙
↑
←
↖
⎔
↑
↖
↓
←
☆
↗
↘
↘
→
BLUE
A
B
C
D
GREEN
A
B
C
D
1
←
↙
↑
↖
1
→
↓
↗
↙
2
↑
↓
↖
←
2
←
↙
↑
↖
3
↘
→
↗
↘
3
↑
↓
↖
←
4
→
↓
↗
↙
4
↘
→
↗
↘
YELLOW
A
B
C
D
RED
A
B
C
D
1
←
↑
↓
↖
1
↑
↖
←
↙
2
↘
↘
→
↗
2
↖
←
↑
↓
3
↙
→
↓
↗
3
↗
↘
↘
→
4
↖
←
↙
↑
4
↗
↙
→
↓
Keep Talking and Nobody Explodes Mod
Big Circle
On the Subject of The Big Circle
Who said that a circle was pointless?
The bomb presents a button in the shape of a big circle
spinning around. Based on the tables below, determine which
parts of the circle to press. If you press a wrong part of the
circle or press the parts of a circle in the wrong order, a
strike will be incurred.
Start with Table 1 below. Determine which rules apply to nd the next
number to be used. If your number is negative, multiply it by -1.
Count the position in the serial number as many times as your number. If
you get to the end of the serial number, bounce back and continue to read
the serial number backwards, and vice versa at the beginning. The rst
character of the serial number is considered to be position 0.
After you have determined the position in the serial number, look at Table 2
below to determine the sequence of button presses based on the chosen
character in the serial number and press it.
Once the rst correct color has been pressed, The solution will not change
unless you incur a strike on this module.
BUT, if there are ve batteries in three holders and at least one BOB
indicator, Any solution that would be valid for the serial number
characters present on the bomb will be accepted. Look at table 2 to nd out
what those solutions are.
Keep Talking and Nobody Explodes Mod
Big Circle
Table 1
For each BOB, CAR, or CLR
indicator:
+1 if lit, -1 if unlit.
For each FRK, FRQ, MSA, or NSA
indicator:
+2 if lit, -2 if unlit.
*Special ports or
indicators are custom
made, such as NLL or the
USB port.
For SIG, SND, or TRN indicator: +3 if lit, -3 if unlit.
For each solved modules:
+3 each.
For the number of batteries:
+4 for odd, -4 for even.
There are port plates with
parallel ports:
+5 each, -4 if paired
with serial port.
There are port plates with
DVI-D ports:
-5 each, +4 if paired
with Stereo-RCA.
For each special* indicator:
+6 each.
For each special* port:
-6 each.
For each Two Factor code:
Add the least
signi cant digit.
Table 2*
0, 1, 2 Red, Yellow, Blue
3, 4, 5 Orange, Green, Magenta
6, 7, 8 Blue, Black, Red
9, A, B Magenta, White, Orange
C, D, E Orange, Blue, Black
F, G, H Green, Red, White
I, J, K Magenta, Yellow, Black
L, M, N Red, Orange, Yellow
O, P, Q Yellow, Green, Blue
R, S, T Blue, Magenta, Red
U, V, W Black, White, Green
X, Y, Z White, Yellow, Blue
*If circle is spinning counter-clockwise,
reverse order of button presses.
Keep Talking and Nobody Explodes Mod
Morse-A-Maze
On the Subject of Morse-A-Maze
It is AMazing that the status light got a life of its own.
Decode the Morse code from the blinking status light. Off
state is green, On state is red.**
The first thing transmitted is the word used to find the
maze.
The second thing transmitted is the coordinates the
status light needs to be placed on. Coordinates are a letter from A–F,
representing columns, followed by a number from 1–6, representing rows. The
upper left is A1.
If the word is listed in Table 1, use the corresponding information in the
table to determine which maze to look up. If the number you get is greater
than 18, keep subtracting 18 until you are in the range of 0–17.
Otherwise, look up the word in Tables 2 and 3.
Warning: Do not cross the lines shown in the maze. These lines are invisible
on the bomb.
If there is an unlit BOB indicator and 4 batteries in 3 holders in the
configuration of 2×AA and 2×D, Bob will actively prevent you from earning any
strikes. Thanks Bob.
Table 1:
count*
If any two-factor widgets are present, use the sum of the 2nd least
significant digit of each two-factor code.
Otherwise, use the number of unsolved modules.
assay*
Number of solved modules
bought*
Number of strikes
rabbit
Number of battery holders
stench
Number of unique ports
submit
Total number of ports
salads
Number of lit indicators
tribes
Number of unlit indicators
awards
Number of indicators
sword
Number of port plates
apron
The last digit of the
serial number
county
The sum of the serial number
digits
mosaic
Number of batteries
summit
First serial number digit
things
Starting time in minutes
music
Day of week at bomb start
(Sunday = 0, Saturday = 6).
tacit
Number of empty port
plates
thinks
Position of first serial number letter minus one (A=0, B=1, C=2, ...)
* - The maze for these words can change.
** - Refer to page 3 for colorblind mode details. Refer to page 4 for some
configuration options.
Keep Talking and Nobody Explodes Mod
Morse-A-Maze
Table 2:
0 - pulses
1 - pulse
2 - cousin
3 - brass
4 - spurs
5 - prove
6 - guards
7 - essays
8 - strobe
Keep Talking and Nobody Explodes Mod
Morse-A-Maze
Table 3:
9 - stroke
10 - tactic
11 - counts
12 - artist
13 - opener
14 - award
15 - toast
16 - stayed
17 - prone
*If Colorblind mode is enabled, the module will ensure that at least the OffState
or the MorseXmitState is set to Off, regardless of current configuration
options.
Keep Talking and Nobody Explodes Mod
Morse-A-Maze
How to Interpret
1. A short flash represents a dot.
2. A long flash represents a dash.
3. There is a long gap between letters.
4. There is a very long gap before the word repeats.
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
X
Y
Z
1
2
3
4
5
6
7
8
9
0
Configuration Options for MorseAMaze-settings.txt
It is possible to change the colors of the status light for the various states of
the module. The following colors are possible.
0 - Off
1 - Green
2 - Red
3 - Random
These are the options that can be configured, and their default values.
SolvedState - The state the status light changes to once the module is solved.
(default: Off)
StrikeState - The state the status light changes to for one second when a
strike is earned. (default: Off)
OffState - The off state of the status light while morse code is being
transmitted. (default: Green)
MorseXmitState - The on state of the status light while morse code is being
transmitted. (default: Red)
Finally, if you wish to reset everything back to default, just change
"ResetToDefault" from false to true
Keep Talking and Nobody Explodes Mod
Colored Switches
On the Subject of Colored Switches
It’s only five switches. How hard can it be?
The module has five switches on it. Each switch may be
orange, green, purple, turquoise, blue, or red.
The diagram below indicates which switch transitions
are safe. A switch can be toggled only if it has the same
color as the relevant arrow in the diagram. A black,
thicker line indicates this switch can be toggled regardless of its color.
The numbers indicate the switch being toggled (numbered from left to
right).
To defuse the module, first make any three permissible toggles. Then the
LEDs below the switches come on. The switches must be brought into the
position indicated by those LEDs.
2
3
1
2
5
1
3
5
5
4
2
1
2
1
4
3
2
3
5
5
4
4
2
4
4
1
5
3
2
2
5
5
4
5
1
1
2
5
4
4
1
1
4
3
1
5
3
2
3
4
Keep Talking and Nobody Explodes Mod
Colored Switches
Appendix: Identifying lookalikes of Colored
Switches
If there are no lit LEDs:
Colored Switches
If the sockets are colored and there is a middle LED between
the top and bottom row of LEDs:
Multicolored Switches
If the first LED is lit:
Recolored Switches
If all of the switches are black:
Uncolored Switches
Keep Talking and Nobody Explodes Mod
Perplexing Wires
On the Subject of Perplexing Wires
Complicated Wires just isn’t complicated enough.
Look at each wire: there is a “★” symbol above the wire
and an arrow symbol below the wire, as well as three
small LEDs on the side.
For each wire, use the Venn diagram below to decide
whether or not to cut the wire. The meanings of the
colors and letters in the Venn diagram are described on the next page.
I
U
C
H
P
L
F
R
W F
V
R
M
J
V
P D
U
Q
H
I
B
C
T
W
D
B
L
J Q
T
I
Keep Talking and Nobody Explodes Mod
Perplexing Wires
Red
Orange
Yellow
Green
The wire is
red, yellow,
blue, or white.
The wire shares
the same color as
its arrow.
The
wire’s
star is
black.
The wire’s
position on the
bottom is even.
Letter
Blue
The wire
crosses
another
wire.[1]
Instruction
C
Cut the wire.
F
Always cut the wire, but only cut it first.
L
Always cut the wire, but only cut it last.
W
Cut the wire if more of the LEDs are on than off.
T
Cut the wire if the top LED is on.
U
Cut the wire if its arrow points up or down.
M
Cut the wire if the arrow points down or right.
H
Cut the wire if the wire shares a star with another wire.
P
Cut the wire if its position at the bottom is equal to the number of
ports.
B
Cut the wire if its position at the bottom is equal to the number of
batteries.
I
Cut the wire if its position at the bottom is equal to the number of
indicators.
Q
Cut the wire if the color of the wire is unique.
J
Cut the wire if, at the bottom, it is adjacent to an orange or purple
wire.
V
Cut the wire if the serial number has a vowel, or if the bomb has a USB
port.
R
Cut the wire if its arrow direction is unique.
D
Do not cut the wire.
[1] Specifically, two wires are considered “crossing” if their top connectors (near the stars) are
in the opposite order from their bottom connectors (near the arrows).
Keep Talking and Nobody Explodes Mod
S.E.T.
On the Subject of S.E.T.
Modules based on card games seem to be a thing now.
The module presents a keypad with mysterious symbols.
A S.E.T. (Strangely Elusive Triplet) is a set of three
symbols that satisfies all four of the following
conditions:
The symbols have the same shading or all different
shadings (filled, wavy-patterned and empty).
The symbols have the same quantity of dots or all different quantities
of dots (0, 1 and 2).
The symbols can be found in all the same row or all different rows in
Table 1.
The symbols can be found in all the same column or all different
columns in Table 1.
The symbols on the keypad contain a single S.E.T. consisting of three
symbols. Press those symbols (in no particular order).
Table 1
Keep Talking and Nobody Explodes Mod
Color Generator
On the Subject of Color Generator
Who thought of making a module that takes 5 minutes to input?
Start with the serial number. Convert every letter to
a number (A=1). Include the digits.
For each result, modulo the result by 16.
Make 3 groups of 2 with the results. (1 2 3 4 5 6 = 12 34 56 || 14 5
6 11 7 8 = 145 611 78). The first pair is the red value, second pair
is the green value, and third pair is the blue value.
Take the first number on each pair, multiply it by 16, then add the
second number on each pair. (12 = 18 || 35 = 53)
Press the correct value in the buttons, and press submit. If you
submit an incorrect color, the module state will reset and you will
receive a strike.
RED
MULTIPLY
GREEN
RESET
BLUE
SUBMIT
The multiplier value has a default value of 1. When it is clicked,
the multiplier cycles around 1, 10 and 100. When you click the
colored buttons, that color's value is added by the multiplier.
Keep Talking and Nobody Explodes Mod
Painting
On the Subject of Painting
"I really believe that if you practice enough you could paint the 'Mona Lisa' with
a two-inch brush."
After all that hard work defusing bombs, BOB wanted some
time to relax and express his creativity. He didn’t take his
color blindness into account however, so he is going to need
some help.
First off, determine the type of color blindness that BOB has.
Take the rst rule that applies*:
If the total amount of batteries + indicators + ports + 2 is equal to the
amount of characters in the name of one of the color blindness types, use
that color blindness type.
Otherwise, determine the highest scoring color blindness type based on the
number of occurrences of characters that correspond with the distinct set
of letters of all indicator labels (lit or unlit). If there is a tie for the
top-most score, move on to the next rule. (e.g. MSA + NSA results in the
distinct letter set of {A, M, N, S}; this example set against ‘Tritanopia’
would result in a score of 3 (2xA + 1xN)).
Otherwise, use the Protanomaly ruleset.
Now swap all colors with their respective colors in the table below. Do this by
selecting a color rst, then select a eld to paint in that color. A wrong color,
or painting over a correct color will incur a strike. Also, don’t repaint over a
eld you have already correctly painted in. This will also incur a strike.
Protanomaly
Deuteranomaly
Tritanopia
Black → Red
Red → Green
Blue ⇄ Gray
Brown → Green
Blue → Pink
Purple ⇄ Black
Orange → Red
Green ⇄ Yellow
Green → Blue
Blue → Red
Pink → Gray
Orange ⇄ Red
Green → Orange
Purple ⇄ Brown
Purple ⇄ Pink
*: BUT, if you have exactly 2 DVI-D, 1 RJ45 and a lit CLR, BOB would like you to
express your own creativity, and change every eld into another color of
choice.
Keep Talking and Nobody Explodes Mod
Symbol Cycle
On the Subject of Symbol Cycles
Have you ever stared at the logo on the screensaver and hoped that it would
bounce exactly into a corner?
The module has two screens showing symbols, a switch
above, and a number display at the bottom.
The screens change in synchrony, but at different
cycles. Each screen may cycle between two, three, four, or five symbols. (Do
not tap the screens at this point as doing so will give a strike.)
The number display at the bottom shows the current cycle number, which
steadily increases.
When you are ready, flip the switch. The screens stop cycling, show two
random symbols, and the number display changes to a random number.
The module now transitions into either the retrotransphasic or the
anterodiametric state. Solve this state as described below.
Retrotransphasic state
In this state, tapping the screens changes their symbols.
Change the symbols to whatever they would be at the cycle whose number
is shown in the display.
Note that the order in which the symbols cycle when tapping the
screens may not be the same as the order in which they cycled earlier.
They may even include extra decoy symbols now.
Anterodiametric state
In this state, tapping the screens changes the number display. One of
the screens increments the number, one decrements it.
Change the display to the number of any cycle in which the symbols
would be as shown in the screens.
When you are done, flip the switch back up to submit your answer. If it is
wrong, the module resets with new symbols and potentially transitions into
a different state.
Keep Talking and Nobody Explodes Mod
Cheap Checkout
On the Subject of Cheap Checkout
Who in the world is purchasing something at a time like this?
$17.23
<
Potato Chips
>
.01 .05 .10 .25
There is a shopping list of items that are being
purchased and can be viewed with the arrow buttons.
1 5 10 25
Above that, it shows the amount the customer paid.
CLEAR SUBMIT
Add up the amount of money it costs for all the items,
applying the sale to each item based on the day of the
week.
Weighted items must have their weight applied before applying the sale.
If the customer has paid enough money, simply input the correct amount of
change the customer should receive using the buttons on the module and
then press submit.
Otherwise if the customer hasn’t paid enough, press submit without any
change to alert the customer. Wait for the new amount of money from the
customer and then 韀�gure out how much change to give.
After pressing the submit button, the change will be cleared.
Glossary
Item price refers to the price before the sale has been applied.
Fixed price items don’t have their prices change based on their weight.
A digital root is calculated by adding all the digits of a number together
and repeating the process on the new number until you have a single digit.
Commercial rounding is when the digit checked for rounding is 5 or
greater, the number is rounded up, otherwise you round down.
Sales:
The day of the week is the date listed on the defuser’s computer when the module is activated.
Special Sunday
All 韀�xed price items that contain an S in them are $2.15 more.
Malleable Monday
The 1st, 3rd and 6th items on the shopping list are 15% off.
Troublesome Tuesday
Calculate the digital root of the item price without the decimal point. Add that
many dollars to the item price. Only applies to 韀�xed price items.
Wacky Wednesday
Change each occurence of the largest digit in the price with the smallest digit
in the price, and vice versa.
Thrilling Thursday
All of the odd positioned items on the shopping list are half off.
Fruity Friday
All fruits are 25% more per pound.
Sweet Saturday
All sweet items are 35% off.
Keep Talking and Nobody Explodes Mod
Cheap Checkout
Item Prices:
All item prices are rounded to the 2nd decimal. You must commercially round after
calculating the item price as well as after applying the sale.
Item
Fruit
Mints
$6.39
Sweet
Broccoli
Price
87¢ per
lb
$1.39 per
lb
Vegetable
Mustard
$2.36
Grain/Oil
Candy Canes
$3.51
Sweet
Oranges
80¢ per
lb
Fruit
Canola Oil
$2.28
Oil
$9.46
Household
Item
Cereal
$4.19
Grain
$2.30
Vegetable
Cheese
$4.49
Dairy
Paper
Towels
Pasta
Sauce
Peanut
Butter
$5.00
Protein
Chicken
$1.99 per
lb
Protein
Pork
$4.14 per
lb
Protein
Chocolate
Bar
Chocolate
Milk
$2.10
Sweet
Potato
Chips
$3.25
Oils
$5.68
Dairy
Potatoes
68¢ per
lb
Vegetable
Coffee Beans
$7.85
Bean
Shampoo
$4.98
Cookies
$2.00
Socks
$6.97
Deodorant
$3.97
Soda
$2.05
Sweet
Fruit Punch
$2.08
Sweet
Care
Product
Sweet
Care
Product
Clothing
Spaghetti
Grain
Grape Jelly
$2.98
Sweet
Steak
$2.92
$4.97 per
lb
Grapefruit
Fruit
Sugar
$2.08
Sweet
Gum
$1.08 per
lb
$1.12
Sweet
Tea
$2.35
Honey
$8.25
Sweet
Tissues
$3.94
Water
Care
Product
Ketchup
$3.59
Extra
Tomatoes
$1.80 per
lb
Fruit
Lemons
Fruit
Toothpaste
$2.50
Care
Product
Lettuce
$1.74 per
lb
$1.10 per
lb
Vegetable
Turkey
$2.98 per
lb
Protein
Lollipops
$2.61
Sweet
$9.37
Water
Lotion
$7.97
$2.43
Grain
Mayonnaise
$3.99
Care
Product
Oil
Water
Bottles
White
Bread
White Milk
$3.62
Dairy
Bananas
Category
Item
Price
Category
Protein
Keep Talking and Nobody Explodes Mod
Hunter Hunted
On the Subject of Hunting
Are you the hunter? Or are you the hunted?
Table A
Table B
1
2
4
3
3
4
2
1
The two pictograms on the display on the module's upper left correspond to the
row and column of a grid entry in the below table. This grid entry indicates one
decoy. Use the appropriate Table as described below to determine the actual
decoy pictogram.
In each later stage, an additional pair of row and column pictograms is
displayed to indicate another decoy in addition to the earlier grid entries. In
the last stage there will be four grid entries to reference in total.
To progress to the next stage, press any button not labeled with a decoy. The
module is disarmed after the fourth stage is complete. Pressing a button labeled
with a decoy resets the module.
If the current stage's column pictogram appears to the left of the row pictogram,
use Table A above to determine which position all of the grid entries use this
stage to determine the decoy pictograms. Otherwise, use Table B. The numbers in
the tables refer to the current stage.
Keep Talking and Nobody Explodes Mod
Extended Passwords
On the Subject of Extended Passwords
AAAAAA. No? AAAAAC. Wait, did we do "AAAAAB"? *sigh* AAAAAA...
The buttons above and below each letter will cycle through
the possibilities for that position.
Only one combination of the available letters will match a
password below.
Press the submit button once the correct word has been set.
The passwords are now length 6, and there's more passwords in total; 52 to be
exact, upgraded from just 30.
adjust
anchor
bowtie
button
cipher
corner
dampen
demote
enlist
evolve
forget
nish
geyser
global
hammer
helium
ignite
indigo
jigsaw
juliet
karate
keypad
lambda
listen
matter
memory
nebula
nickel
overdo
oxygen
peanut
photon
quartz
quebec
resist
riddle
sierra
strike
teapot
twenty
untold
ultima
victor
violet
wither
wrench
xenons
xylose
yellow
yogurt
zenith
zodiac
Keep Talking and Nobody Explodes Mod
Curriculum
On the Subject of Curriculum
I want to major in anything that takes this combination of classes together.
You have been lazy through your summer vacation, so
taking classes quickly became a matter of life and death
- literally.
On the bomb there is a grid for your schedule, buttons
for the five classes you have to take, and a SUBMIT
button.
The class pairs (shown as columns in the next table) are always on the same
button.
However, the locations of the buttons are randomized. You should use the
first letter of each class to determine which button is which.
There is only one class you should be taking in each pair, decided by the
following table. (If the character is a letter, simply convert it to its
numeric value, A=1, B=2 etc.)
Classes you should take
Serial
character
in the
same
position
is
Even
PHYSICS
PHILOSOPHY
PROGRAMMING
LINGUISTICS
LOGIC
Odd
MATHS
LITERATURE
ECONOMY
MANAGEMENT
ELECTRONICS
Now that you know which classes to take, you should decide which section of
that class you should take.
Each class has 3 different sections that are available, each of which has 23 lectures throughout the week. Each lecture is shown as a white cell on the
grid.
Whenever sections of two different classes try to have a lecture on the same
slot, it will result in a conflict. These will show up on your schedule
marked as red.
By default, a proper schedule that you can submit should have zero
conflicts.
There are also special conditions, and only one of them is effective for
your module.
Follow the table on the next page to find which condition suits your bomb.
Start from the top and whenever you find a fitting condition, stop. Your
schedule should accomodate the effects of that condition.
Keep Talking and Nobody Explodes Mod
Name
Condition
Curriculum
Effect
Mathlete
Last digit of the
serial is 0
Can't take lectures on Tuesday
Party
Animal
Five or more ports
present
Can’t take lectures in the last slot of each
day
PartTimer
Empty port plate
present
Can't take lectures on Thursday OR Friday
Sleepy
Gary
No indicators present
Can’t take lectures in the first slot of
each day
Band
Practice
Three or more
batteries present
Can’t take lectures in the second halves of
Monday and Wednesday
Freshman
Year
None of the other
conditions apply
Can’t take lectures in the second half of
Friday
Outside of the table, you have a special condition that is always checked
called BOOKWORM:
If you have no strikes and at least 1 solved module on the bomb, your
schedule can have 1 conflict. CAUTION: Lectures on the conditionally
affected hours are not considered conflicts and should be empty
regardless of your BOOKWORM situation.
There may be more than one correct schedule.
When you decide you have taken the correct sections of the correct classes,
press the SUBMIT button.
You will get a strike if
your classes don't match required classes,
your schedule doesn't follow the effective condition, or
your schedule has too many conflicts.
Keep Talking and Nobody Explodes Mod
Braille
On the Subject of Braille
This doesn’t feel right.
Braille consists of raised dots arranged in a regular grid.
Each letter has 2×3 locations, each of which can have a raised
dot or not. The following table shows the encoding for
Unified English Braille.
a
b
c
d
e
f
g
h
i
j
k
l
m
n
o
p
q
r
s
t
u
v
w
x
y
z
and
for
the
with
ar
bb
cc
ch
ea
ed
en
er
ff
gg
gh
in
ing
of
ou
ow
sh
st
th
wh
Move your finger over the module to feel the Braille message. The message
consists of 4 Braille letters with 6 locations. However, some of the raised
dots may be extraneous and some may be missing.
The locations are numbered in columns from top to bottom, then left to right.
To find out which locations are wrong, first convert the letters in the serial
number to their alphabetic positions (where A=1, …, Z=26).
Start with the location numbered according to the first character of the
serial number plus one.
Keep Talking and Nobody Explodes Mod
Braille
For each subsequent character in the serial number, move forward that many
locations plus one.
Wherever you land each time, change a raised dot to an absent one and vice
versa.
If you go past the end of the message, wrap around to the beginning. (At times
you may find yourself inverting the same location multiple times.)
Finally, decode the word, find it in the following table and press on the
indicated Braille letter.
When an incorrect letter is pressed, a strike occurs and a new word is
generated.
acting
3
dating
4
heading
1
meaning
3
server
4
aiming
1
dealer
3
hearing
1
miners
4
shaking
1
artist
2
eating
2
heating
2
nearer
1
sought
1
asking
4
eighth
2
higher
2
parish
4
staying
1
bearing
4
farmer
4
insist
3
parker
4
strands
2
beating
3
farming
2
lasted
3
parking
1
strings
4
beings
1
faster
1
laying
2
paying
4
teaching
1
binding
2
father
1
leader
4
powers
1
tended
4
bought
4
finding
1
leading
4
pushed
1
tender
1
boxing
4
finest
3
leaned
4
pushing
2
testing
3
breach
2
finish
4
leaning
4
rather
3
throwing
3
breast
1
flying
2
leaving
1
reaching
3
towers
4
breath
3
foster
2
linking
1
reader
1
vested
3
breathe
3
fought
3
listed
2
reading
1
warned
3
bringing
3
gaining
3
listen
1
resting
3
warning
2
brings
3
gather
4
living
4
riding
2
weaker
3
carers
2
gazing
4
making
3
rushed
2
wealth
2
carter
3
gender
4
marked
1
rushing
1
winner
2
charter
2
growing
4
marking
1
saying
2
winning
3
crying
4
headed
2
master
2
served
2
winter
3
Keep Talking and Nobody Explodes Mod
Mafia
On the Subject of Mafia
Godfather is him, Mafia is her, kill them, save them. I’m innocent! ….AHHHHH!
In this module, there are 8 named people that sit around a
gallows. It’s your job to deduce who is the Godfather, whom
you then have to execute. To figure out who is the Godfather,
follow the following instructions:
Take all the values of the serial number, changing letters into numbers by
their placement in the alphabet (A=1, B=2 etc.), and add them together.
Starting from the top of the list below, count this many names. Then keep
going until you get to a name that’s on the module. If you go past #50, loop
back around to #1.
Rule out people by crossing off the name from the previous step and going
around the circle by skipping people equal to the last number of the serial.
Go clockwise if you have less than 2 indicators and counter-clockwise
otherwise.
Continue around the circle, skipping over people you have ruled out, until
you have one person left.
Find the name that’s left in the table and look at their “Innocence
Condition”. If they do not meet the condition, they are the Godfather and
should be executed. If they are found innocent, execute the person referred
to in the “Otherwise” column.
Keep Talking and Nobody Explodes Mod
Mafia
*FRP = First Ruled-out Person
*LRP = Last Ruled-out Person
*SSN = Same Side Neighbor (Person who is on the same side of the module with
them: top 2, bottom 2, left 2, right 2)
#
Name
Innocent/Godfather Condition
Otherwise, Godfather
is...
1
Rob
Innocent if the serial number contains a vowel.
Person clockwise after
Rob.
2
Tim
Innocent if there is a “Friendship”, “Only
Connect”, “Battleship” or “Marble Tumble”.
FRP
3
Mary
Innocent if Bob, Walter or Cher is present.
Person on the left in the
top pair, SSN if it is
Mary.
4
Briane
Innocent if there is a Two Factor or lit CAR
indicator.
LRP
5
Hunter
Innocent if there are more ports than
batteries.
Rick, or 4th ruled-out
player if Rick is absent.
6
Macy
Innocent if Tommy is present.
Tommy
7
John
Innocent if John is the only person on the
module whose name starts with “J”.
SSN
8
Will
Innocent if there is a PS/2 or DVI port and at
least one even number in the serial number.
5th person ruled out.
9
Lacy
Innocent if there is a “Boolean Venn Diagram”,
“Bitwise Operations”, or any module containing
“Logic” in its name.
SSN
10
Claire
Innocent if there are less than 20 modules.
LRP
11
Kenny
Innocent if there are no unlit indicators.
Person clockwise after
FRP (skip Kenny)
12
Rick
Innocent if there is an empty port plate.
Person counterclockwise
from Rick.
13
Walter
Innocent if serial number contains any letters
from Walter’s name.
FRP
14
Bonnie
Innocent if there is another person on the
module whose name starts with “B”.
First person clockwise
from Bonnie whose name
starts with “B”.
15
Luke
Always Innocent.
Person with lowest
number (excluding Luke).
16
Bill
Innocent if last number of serial number is
prime or zero.
Person with highest
number (excluding Bill).
Keep Talking and Nobody Explodes Mod
Mafia
N#
Name
Innocent/Godfather Condition
Otherwise,
Godfather is...
17
Sarah
Innocent if there is a colored indicator, HDMI port, or
if “S”, “H”, or “3” is in the serial number.
LRP
18
Larry
Larry is colorblind. Innocent if there are no modules
containing “Color” in their name.
FRP
19
Kate
Innocent if there is an “L”, “O”, “S”, or “T” in the serial
number, or if “The Swan” is present.
John; SSN if John
is absent
20
Stacy
Innocent if there are fewer modules than starting time
in minutes.
FRP
21
Diane
Innocent if there is a VGA or USB port, or if there is
“The Screw”.
LRP
22
Mac
Innocent if there is a parallel port on the same plate
as a serial port.
6th person ruled
out
23
Jim
Jim is a musician. Innocent if there is a “Chord
Qualities”, “Rhythms”, or any module with “Piano Keys”,
“Jukebox” or “Guitar Chords” in the name.
SSN
24
Clyde
Innocent if Bonnie is present.
Bonnie
25
Tommy
Innocent if there are neither batteries nor ports.
4th person ruled
out
26
Lenny
Innocent if SSN’s name does not contain exactly 3
letters.
SSN
27
Molly
Innocent if there is no module apart from Mafia whose
name starts with “M” or “The M”.
Person clockwise
after Molly.
28
Benny
Innocent if Hunter, Cher, or Nick are not the FRP.
The third person
after Benny in
clockwise order.
29
Phil
Innocent if not on the right of the bottom two.
Person on the
right of the
bottom two.
30
Bob
Innocent if there is “Laundry”, “Morse-A-Maze”, “Big
Circle”, “Painting”, “Dr. Doctor”, “The Code”, or a BOB
indicator.
Thanks for everything, Bob!
3rd person ruled
out.
31
Gary
Gary is lazy and likes to eat. Innocent if there is a
“Cheap Checkout”, “Ice Cream” or “Cooking”.
LRP
32
Ted
Ted is an astronaut. Innocent if there is a “Black Hole”,
“The Sun”, “The Moon”, “Lightspeed” or “Astrology”.
SSN
33
Kim
Innocent if FRP’s number is 25 or less.
FRP
Keep Talking and Nobody Explodes Mod
Mafia
N#
Name
Innocent/Godfather Condition
Otherwise, Godfather
is...
34
Nate
Innocent if there are more lit indicators than
unlit.
Person clockwise after
Nate.
35
Cher
Innocent if there is no needy module and 1 or
more ports.
LRP
36
Ron
Innocent if letters of the serial number share
letters with any indicator on the bomb.
SSN
37
Thomas
Thomas doesn’t like being stuck in mazes.
Innocent if there is no module with “maze” in
the name.
Second person
counterclockwise after
Thomas.
38
Sam
Innocent if there is “Creation”, “The Gamepad”,
“Minesweeper” or “Skewed Slots”.
LRP
39
Duke
Innocent if LRP’s number is greater than 25.
LRP
40
Jack
Innocent if SSN has 4 letters in their name.
SSN
41
Ed
Innocent if the total number of “Gridlock”,
“Human Resources”, “Lasers” and modules
containing “Double-Oh” is exactly one.
2nd person ruled out.
42
Ronny
Innocent if there are no vanilla modules or
there are 4 or more ports.
FRP
43
Terry
Innocent if there are 3 or more batteries on
the bomb.
3rd person ruled out.
44
Claira
Innocent if there are at least two port plates
that have at least an RJ, RCA, or PS/2 port on
them.
SSN
45
Nick
Innocent if there is no “Zoo”, “Nonogram”,
“Murder” or “X01”.
FRP
46
Cob
Cob loves inception. Innocent if there are 2 or
more of the same module.
First person clockwise
from Cob with the most
letters in their name.
47
Ash
Innocent if there are any modules pertaining
to Monsplodes.
LRP
48
Don
Always guilty.
N/A
49
Jerry
Innocent if “The Clock”, “Rubik’s Clock”, “The
Stopwatch”, “Timezone” or “The Time Keeper” is
present.
Person counterclockwise
after Jerry.
50
Simon
Simon likes to be alone. Innocent if there are
no modules with Simon’s name.
SSN
Keep Talking and Nobody Explodes Mod
On the Subject of Number Pads
Try putting in 0000. No? Try 0001. Still not working? We might be here for a
while...
See Appendix A for indicator identification reference.
See Appendix B for battery identification reference.
See Appendix C for port identification reference.
Number Pad
[ DISPLAY ]
7
8
9
4
5
6
1
2
3
CLR
0
ENT
Enter a 4-digit code using the numbered buttons.
Press the green button labelled ENT to submit the entered code.
Press the red button labelled CLR to discard the entered code.
Perform the first action that applies on each level.
The CLR and ENT buttons' colors are to be ignored.
Using the wheel chart, starting from the center, pick a path by following the
instructions below for each level you are on. (center level is 1, next one out is
2, etc.) Each path you take is the code digit corresponding to its level number
unless contradicted by higher levels' instructions. Follow the final
instructions after you complete all four levels.
On the first level, the paths are in order from the upper-right corner going
clockwise. On the rest of the levels, they are also in clockwise order.
Level 1:
If three or more of the numbered buttons are colored yellow, take the first path.
If the all three of the numbered buttons 4, 5, and 6 are colored white, blue, or
red, take the second path.
If the serial number contains a vowel, take the third path.
Otherwise, take the fourth path.
Level 2:
If there are at least two blue numbered buttons and at least three green buttons,
take the first path.
If the numbered button 5 isn't blue nor white, take the second path.
If there are less than two ports on the bomb, take the third path.
Otherwise, take the fourth path, and if the top row of buttons contains a green
button, subtract 1 from the first digit (if it's 0, it becomes 9).
Level 3:
If there are more than two white numbered buttons and more than two yellow
numbered buttons, take the first path.
Otherwise, take the second path and reverse the current 3-digit code.
Level 4:
If there are 2 or less yellow numbered buttons, take the first path and add 1 to
each digit (if a digit is 9, it becomes 0).
Otherwise, take the second path.
Keep Talking and Nobody Explodes Mod
Number Pad
Final Instructions:
(follow all instructions in this order)
If the last digit of the serial number is even, swap the first and third digits.
If there are an odd number of batteries, swap the second and third digits.
If both criteria above are not met, swap the first and fourth digits.
Finally, if the sum of all the digits in the code is even, reverse the code.
Wheel Chart
6
9
7
0
9
2
2
0
3
6
3 5 6 8 1
8
3
3
6
2 3 4 3
5
9
1
2
3
3
1
4
3
6
9
7
0
8
9
8
9
4
0
9
9
9 7
0 6
0
6 9
9
3
0
9
6
0
3
0
2
4
0
4 1
3
7
2
6
0
6
2
3
8
8 7 4 9 0 2 5
0
8
5
2
6
5
1
8
3
6
8
7
8
0
9 4
5
6
1
6
5
7
82
75
8
8 0
9
4 1 9 2 8
0
Keep Talking and Nobody Explodes Mod
Alphabet
On the Subject of Alphabet
Can you speak English? Do you know the alphabet? Then you should be okay.
A
B
1. Use the four lettered buttons to spell a word from the
word bank below.
C
D
2. Spell the longest word with the letters given by
pressing the lettered buttons.
3. A letter can only be used once to spell a word.
4. If multiple words can be spelled, spell the word that comes first in
alphabetical order, then the next one if there are enough remaining
letters.
5. If no more words can be spelled, press the remaining buttons in
alphabetical order.
Word Bank:
JQXZ
QEW
AC
ZNY
TJL
OKBV
DFW
YKQ
LXE
GS
VSI
PQJS
VCN
JR
IRNM
OP
QYDX
HDU
PKD
ARGF
Keep Talking and Nobody Explodes Mod
Translated Modules: Getting rid of pages
On the Subject of Translated Modules
Unfortunately, the game's pdf creation routine can't filter the manual pages for
the "Translated Modules Mod" by the set language. Putting the pages for all
languages in here would blow up this document (we have 80+ pages).
To get the manual you have two options:
1. For a fan translation of the complete manual with the translated module
pages integrated have a look at the mod's description page
(http://steamcommunity.com/sharedfiles/filedetails/?id=850186070) or at
your mod's manual folder (see below) and open
TranslatedModulesComplete(YourLanguage).pdf.
2. To integrate only the pages for the modified modules right here, navigate
to the mod's manual folder (usually at "C:\Program Files (x86)\Steam
\steamapps\workshop\content\341800\850186070\Manual") and copy
"TranslatedModules(YourLanguage).pdf" from the "CopyManualFromHere" to
the "Modules" folder.
And don't forget to set the mod's language before playing:
1. Start the game with mods enabled
2. Click “Menu” => “Show Mod Settings Folder”
3. Open “TranslatedModules-settings.txt”
4. Jump to the line "CurrentLanguages": ["de"]
5. Replace “de” with the identifier for your language (you’ll find all
available identifiers in that file)
6. Quit and restart the game!
Keep Talking and Nobody Explodes Mod
On the Subject of Flags
Flags
<Flag>
I hope you're good at geography as this is a flag quiz that doesn't make any sense!
The module consists of a screen with a main flag, a screen
with 7 flags that can be navigated using the left and right
buttons, and a screen displaying a number between 1 and 7.
<#>
<Flags>
◄ SUBMIT ►
Submitting a wrong flag will incur a strike. Submitting the
correct flag will disarm the module.
First, sort the 7 flags by applying the first rule that follows its condition:
If the main country is in North America, and there are no lit indicators,
sort the 7 flags by their country name in alphabetical order.
Otherwise, if the main country's dial code is higher than 100, and there is
an RJ-45 port, sort the 7 flags by their dial code in numerical order.
Otherwise, if the main country's name contains the last letter of its
currency, sort the 7 flags by their ISO code in alphabetical order.
Otherwise, if the main country's capital has more than 9 letters, sort the 7
flags by their capital in alphabetical order.
Otherwise, if the main country is in Europe, and its currency is not EUR,
sort the 7 flags by their continent in alphabetical order.
Otherwise, if there is a country in the 7 flags with the same continent as
the main country's, sort the 7 flags by their currency in alphabetical
order.
Otherwise, sort the 7 flags by their country name in alphabetical order.
If there are any flags that have the same information, sort the flags with
duplicate information by their country name in alphabetical order.
A number will be displayed at the top right. After sorting the flags, submit the
flag in the position of the displayed number in your sorted list of flags.
BUT if there is an unlit BOB indicator, and the serial number contains any
character from the phrase "WHITE FLAG" while France is in the 7 flags, ignore all
above instructions and simply submit the flag of France.
Use the table in the next pages to get information about flags and countries.
Keep Talking and Nobody Explodes Mod
Flag
Country
Continent
Flags
Capital
Currency
ISO
Code
Dial
Code
Algeria
North Africa
Algiers
DZD
DZA
+213
Australia
Oceania
Canberra
AUD
AUS
+61
Austria
Europe
Vienna
EUR
AUT
+43
Belgium
Europe
Brussels
EUR
BEL
+32
Brazil
South America
Brasília
BRL
BRA
+55
Canada
North America
Ottawa
CAD
CAN
+1
Chile
South America
Santiago
CLP
CHL
+56
China
East Asia
Beijing
CNY
CHN
+86
Colombia
South America
Bogotá
COP
COL
+57
Cuba
North America
Havana
CUP
CUB
+53
Czech Republic
Europe
Prague
CZK
CZE
+420
Denmark
Europe
Copenhagen
DKK
DNK
+45
Finland
Europe
Helsinki
EUR
FIN
+358
France
Europe
Paris
EUR
FRA
+33
Germany
Europe
Berlin
EUR
DEU
+49
Greenland
North America
Nuuk
DKK
GRL
+299
Iceland
Europe
Reykjavík
ISK
ISL
+354
India
South Asia
New Delhi
INR
IND
+91
Keep Talking and Nobody Explodes Mod
Flag
Country
Flags
Continent
Capital
Currency
ISO
Code
Dial
Code
Japan
East Asia
Tokyo
JPY
JPN
+81
Mexico
North America
Mexico City
MXN
MEX
+52
Morocco
North Africa
Rabat
MAD
MAR
+212
Netherlands
Europe
Amsterdam
EUR
NLD
+31
New Zealand
Oceania
Wellington
NZD
NZL
+64
Norway
Europe
Oslo
NOK
NOR
+47
Panama
Central America
Panama City
PAB
PAN
+507
Peru
South America
Lima
PEN
PER
+51
Poland
Europe
Warsaw
PLN
POL
+48
Samoa
Oceania
Apia
WST
WSM
+685
Senegal
West Africa
Dakar
XOF
SEN
+221
South Korea
East Asia
Seoul
KRW
KOR
+82
Spain
Europe
Madrid
EUR
ESP
+34
Sudan
North Africa
Khartoum
SDG
SDN
+249
Sweden
Europe
Stockholm
SEK
SWE
+46
Thailand
Southeast Asia
Bangkok
THB
THA
+66
United Kingdom
Europe
London
GBP
GBR
+44
United States
North America
Washington, D.C.
USD
USA
+1
Keep Talking and Nobody Explodes Mod
Timezones
On the Subject of Timezones
<From City>
Nobody likes to convert timezones.
<Clock>
• The time displayed by the analog clock can be PM or AM
• The time conversion can be requested in 12h or 24h
format
AM
12
PM
24
7
8
9
4
5
6
3
<To City>
1
2
<Display>
0
SUBMIT
1. Check the city and the time of the analog clock.
2. Convert the time of the analog clock to the requested city.
3. Press the buttons to introduce the time conversion result. Remember to
check which lights are on!
4. Press the SUBMIT button.
Country
City
Timezone
Argentina
Buenos Aires
UTC-3
Australia
Brisbane
UTC+10
Australia
Sydney
UTC+11
Brazil
Manaus
UTC-4
Brazil
Sao Paulo
UTC-2
Burundi
Bujumbura
UTC+2
Cabo Verde
Praia
UTC-1
Canada
Whitehorse
UTC-8
China
Beijing
UTC+8
Ecuador
Quito
UTC-5
French Polynesia
Papeete
UTC-10
Georgia
Tbilisi
UTC+4
Japan
Tokyo
UTC+9
Germany
Berlin
UTC+1
Kiribati
Tarawa
UTC+12
Nicaragua
Managua
UTC-6
Niue
Alofi
UTC-11
Pakistan
Lahore
UTC+5
Russia
Moscow
UTC+3
Russia
Omsk
UTC+6
Scotland
Edinburgh
UTC
Thailand
Bangkok
UTC+7
USA
Denver
UTC-7
USA
Unalaska
UTC-9
Keep Talking and Nobody Explodes Mod
Polyhedral Maze
On the Subject of Polyhedral Mazes
What’s a pentecostal hexadecimal contradiction?
Identify the polyhedron[1] on the module and find its
corresponding net[2] below.
The number in the bottom-left of the module shows the
current face on the polyhedron. The number in the bottomright shows the destination face that must be reached to defuse the module.
Navigate to the destination face without crossing any of the thick lines. These
are not visible on the module. The letters and the curved lines indicate faces
that are connected even though they are not adjacent in the net.
37 B
B
C
19
22
40
18
20
29
A 41
23
24
35
30
8
9
23
D
33
14
12
10
A
21
27
32
6
7
C
B
18
17
36
40
14
38
1
11
5
B
28
31
16
6
32
1
34
8
33
D
38
7
5
10
B
B
A
2
1
35 4
44
26
13
14
5
A
43 23 38
45
29
39
22
3
28
25
C
33 11 31
D
10
27
3
9
32
35
0
11
42 20 30
12
4
26
39
4-Truncated Deltoidal Icositetrahedron
34
28
0
29
D
39
25
16
2
19
22
3
30
24
20
41
4
A
12
13
34
C
13
36
0
26
15
27
15
2
37
25
19
46
21
8
6
18
36
40
15
21
C
47
9
24
41 D
37
16
17
49
E
Chamfered Icosahedron
[1] https://en.wikipedia.org/wiki/Polyhedron
[2] https://en.wikipedia.org/wiki/Net_(polyhedron)
D
7 48
E
C
17
A
Chamfered
Dodecahedron
31
Keep Talking and Nobody Explodes Mod
D
35 C
E 17 D
B
47
D
38
A
13
53
47
B
4
44
42
16
22
7 6
23
43
4
1
3
2
38
37
12
18 33
9
E
A 49 33
Deltoidal Hexecontahedron
8
9
26
D 33
10
11
25
4
29
28
16
27
D
0
24
21
36
19
18
37
5
41
40
E
E
6
13
42
41
32
44
34
39
33
49
45
35
E
36
17
48
18
19
46
47
1
26
40
22
23
3
27
E
45
60
15
E
56
A
12
5
4
44
32 I
F
Canonical
Rectified
Snub Cube
(laevo)
55
51
0
4
43
30
22
50
52
10
A
37
54
11
13
14
E
38
B
31
A
13
12
57
41
40
B
D
7
J
14
37
53
A
51 B
D
20
33
H
53
Joined Rhombicuboctahedron
29
61
25
49
B
A
39
47
F
48
19
36
39
17
7
F
6
G
21
I
6
C
40 F
41
50
47
2
D
J
24
34
31
54
Joined Snub
Cube (laevo)
18
59
1
18
46
15
B
43
31 30
5 45
46
A
58 44
14
12
42 12
14
32
E
29
8
11
15
21
22
13
35
48
50
43
D
28
F
2
3
27
55
C
42
24
52
20
23
44
38 37
D
C
1
25
17
0
38
26
16
1
36
30 2
31
56
32 3
19
C 34
54
11
9
BA
38
43
47
22
20
53
10
F
10
39
52
E
23
34
8
26
3
57
H
17
0
58
35
28
30
55
D
45
4
7
23
16
B
G
51
59
A
42
C
G
34 C
B C
13
G
46
Disdyakis Dodecahedron
31 30
32
11
B
35
C
41
48
10
30 29 28
31
27
24
25
26
5
0
D
9
45
44
12
11
40
49
41
36
A
10
43 42
22
46 45
19
3
20
21
35
C
23
21
6
5
A
2
20 24
15
33 32 39
34
B
29 25
7
19
46
40
17
8
14
59 50
52 14
58
51
0
27
8 28
1
26
9
18
39
16 36 37
15
56
55 54
57
Polyhedral Maze
27
59
2
28
25
24
56
58
29
57
8
20
16
9
7
15
21
6
C
Pentagonal Hexecontahedron (laevo)
5
C
Keep Talking and Nobody Explodes Mod
Polyhedral Maze
A
A
23
21
29
B
57
22
39
47
28
11
46
44
36
6
28
18
20
1
9
8
33
34
24
32
35
27
0
8
4
30
17
A
15
12
43
41
47
15
14
19
12
F
41 32
44
22
40
46
45
16
48
23
C
A
34
57
22
47 38
46
12
5
45
29
1
E
46
25
32
28
41
26
29
45
7
21
17
10
2
11
40
49
24
1
20
43
E
C
27
B
42
43
17
47
9
E
11
16
13
25
5
D
C
39
40
56
15
55
6
2
14
36
15
41
3
7
8
44
12
C
Rhombicosidodecahedron
29
59
45
D
G
36
G
B
10
17
19
3
3
30
A
32
7
B
39
4
24
33
55
43
37
33
22
46
F
B
B
50 40 52
13
15
27
Rectified
Rhombicuboctahedron
58
0
28
8
6
16
54
A
D
42
20
21
8
A
13
48
6
36
4
D
5
48
0
49
26
44
27
11
60
18
56 14
9
23
2
30
31
E
35 61
53
51
42
16
39
41
19
B
38
18
37
35
A
44
Orthokis Propello Cube
B
14
49
37
D
34
33
Pentakis
D
Dodecahedron
D
B
47
13
42
38
6
5
A
40
3
B
2
1
31
9
31
43 42
23
21
7
C
11
4
3
20 24
C
5
25
12 31
10
0
26 2
29
25
9
52
7
26
E
13
53 14
51
27
39
54
50
34
35 30
38
55
59
18
36
37
56
58
C
19
45
10
17
16
38
0
37
26
24
54
20
1
48
50
18
31
19
22
21
59
57
23
51
32
52
53
D
4
C
Triakis Icosahedron
34
28
A
33
58
49
30
25
35
E
10
Keep Talking and Nobody Explodes Mod
Symbolic Coordinates
On the Subject of Symbolic Coordinates
<DISPLAY>
Those symbols are probably just a reference to where the mothership is docked,
right?
^
^
A
0
^
^
The module will display three symbols and three
coloured LEDs.
SUBMIT
Each set of three symbols represent a letter of the
alphabet.
Each set of three coloured LEDs represent a digit from 0-9.
Use the chart below to determine which coordinates are needed for each set
of symbols and LEDs.
Input the correct coordinates and press submit.
Repeat this process until the module has been disarmed.
For any symbols or LEDs that do not have corresponding coordinates, input
"*".
Keep Talking and Nobody Explodes Mod
Poker
On the Subject of Poker
Usually in poker, the wrong call means losing a lot of money. Here, it means death.
SEE APPENDIX PK71 FOR POKER HAND RANKINGS.
SEE APPENDIX PK72 FOR LARGER COPIES OF THE FLOW CHARTS.
Bluff
<DISPLAY>
Min
Fold Check Raise
Truth
Max
Raise
All-In
The module will display a single face-up card.
You must push two of the buttons and one of the face-down
cards in order to disarm it.
Use the given card to determine which of the four flow charts you should use.
Use the flow charts to determine your 5-card poker hand and press the
appropriate button.
Your opponent will then respond. Use the two-way table to determine whether the
response is the "truth" or a "bluff".
Your opponent will then make a bet. Use the betting rules to determine which of
the four final cards you should press.
- If you have NO HAND, press FOLD.
- If you have A PAIR or TWO PAIR, press CHECK.
- If you have THREE OF A KIND or A STRAIGHT, press MIN RAISE.
- If you have A FLUSH or A FULL HOUSE, press MAX RAISE.
- If you have FOUR OF A KIND or A STRAIGHT FLUSH, press ALL-IN.
Flow Charts
Ace of Spades:
Keep Talking and Nobody Explodes Mod
King of Hearts:
Five of Diamonds:
Poker
Keep Talking and Nobody Explodes Mod
Two of Clubs:
Bluff or Truth?
Poker
Keep Talking and Nobody Explodes Mod
Poker
Betting Rules
$25 Bet:
If the first card is red and there is a lit BOB indicator, press the fourth card.
Otherwise, if your opponent said "Awful play!" and the starter card was the Ace of
Spades, press the first card.
Otherwise, if there is an unlit FRQ indicator and the fourth card is black, press
the second card.
Otherwise, if there is at least one diamond and your opponent said "Really?" or
"Really, really?", press the third card.
Otherwise, if the fourth card is a spade and there are more than four batteries,
press the third card.
Otherwise, if the third card is a diamond and the second card is not a club, press
the second card.
Otherwise, if your opponent said "Are you sure?" and the starter card was the Two
of Clubs, press the first card.
Otherwise, if the starter card was the Five of Diamonds press the fourth card.
Otherwise, if the second card is a club and there is no RJ-45 port, press the
second card.
Otherwise, press the first card.
$50 Bet:
If your opponent said "Sure about that?" and the fourth card is a heart, press the
first card.
Otherwise, if there are no clubs and the starter card was the Two of Clubs, press
the third card.
Otherwise, if a heart appears anywhere above a spade and there are no diamonds
press the fourth card.
Otherwise, if the first card is a heart and the starter card was not the King of
Hearts, press the second card.
Otherwise, if your opponent said "Really, really?" and the first or second card
are hearts, press the fourth card.
Otherwise, if the starter card was the Five of Diamonds and there is a parallel
port, press the first card.
Otherwise, if there is a lit TRN indicator and there is at least one black card,
press the second card.
Otherwise, if your opponent said "Terrible play!", press the third card.
Otherwise, if the digits of the serial number add up to less than ten press the
first card.
Otherwise, press the third card.
Keep Talking and Nobody Explodes Mod
Poker
$100 Bet:
If your opponent said "Really, really?", press the second card.
Otherwise, if your opponent said, "Really?", press the fourth card.
Otherwise, if there are no D batteries and the starter card was the Ace of Spades,
press the first card.
Otherwise, if the digits of the serial number add up to a prime number and there
is at least one heart, press the fourth card.
Otherwise, if a club and a spade appear and your opponent said "Sure about
that?", press the third card.
Otherwise, if a club and a spade appear next to each other, press the second card.
Otherwise, if there is an unlit MSA indicator, press the first card.
Otherwise, if there is at least one diamond, press the third card.
Otherwise, if your opponent said "Awful play!", press the fourth card.
Otherwise, press the second card.
$500 Bet:
If there is more than one club, press the third card.
Otherwise, if the serial number contains a vowel and there is at least one spade,
press the second card.
Otherwise, if there are no ports and there is at least one heart, press the first
card.
Otherwise, if there are no red cards, press the fourth card.
Otherwise, if your opponent said "Are you sure?", press the fourth card.
Otherwise, if there are no lit indicators and the first card is a heart, press the
third card.
Otherwise, if there is at least one unlit indicator and the second card is a club,
press the second card.
Otherwise, if your opponent said "Really?" and there are no black cards, press
the first card.
Otherwise, if there is more than one D battery, press the third card.
Otherwise, press the fourth card.
Keep Talking and Nobody Explodes Mod
Poker
Appendix PK71
Poker hands are ranked (strongest to weakest) as follows:
Royal Flush
Ten, Jack, Queen, King, Ace of the same suit.
Straight Flush
Five consecutive values of the same suit.
(N.B. Aces can be high or low but not both simultaneously).
Four of a Kind (Quads)
Four cards of the same value.
Full House
Three cards of the same value and two cards of another value.
Flush
Five cards of the same suit.
(N.B. In the event two flushes are held, the higest card wins).
Straight
Five consecutive values of any suit.
(N.B. Aces can be high or low but not both simultaneously).
(N.B. In the event two straights are held, the higest card wins).
Three of a Kind (Trips)
Three cards of the same value.
Two Pair
Two cards of the same value and two cards of another value.
Pair
Two cards of the same value.
No Hand
No matching values.
(N.B. In the event that two players have no hand, the highest card
wins).
Keep Talking and Nobody Explodes Mod
Appendix PK72
Ace of Spades:
Poker
Keep Talking and Nobody Explodes Mod
King of Hearts:
Poker
Keep Talking and Nobody Explodes Mod
Five of Diamonds:
Poker
Keep Talking and Nobody Explodes Mod
Two of Clubs:
Poker
Keep Talking and Nobody Explodes Mod
Poetry
On the Subject of Poetry
Will you write your way into her heart?
You will see a member of the Poetry Club on the module.
Write a poem for her using her favorite words.
To determine the correct word(s) out of the 6 words
provided on the module, calculate the distance between
the name of the shown girl and each word using the table
below.
To calculate the distance between two words, start from the cell containing
the rst word and jump from one cell to a horizontally or vertically (not
diagonally) neighboring cell. Count the minimum number of jumps needed to
reach to the cell containing the second word.
Pick any word with the least distance to advance. After picking 3 words
correctly module will be disarmed. Picking a wrong word will result in a
strike and the words will reset.
Melanie
Jane
Hana
Melanie
clarity
ow
energy
sunshine
ocean
crowd
heart
weather
relax
dance
bunny
Hana
fatigue
Lacy
hollow
Jane
identity
black
words
past
solitary
weightless
morality
gaze
failure
lovely
romance
future
focus
search
cookies
compassion
creation
patience
Lacy
re
ection
Keep Talking and Nobody Explodes Mod
Sonic the Hedgehog
On the Subject of Sonic the Hedgehog
Sonic the Hedgehog was a popular 16 bit video game from 1991. What it's doing here
on a bomb over 25 years later is anybody's guess...
START!
See Appendix SN72 for a phonetic guide to each sound.
See Appendix SN73 for image references.
The module consists of a television screen with an on (top)
and off (bottom) button, four "TV monitor" buttons and a Start button.
To disarm the module, you will need to progress through three levels of play,
identifying the correct TV monitor to press in response to the given picture.
Each TV monitor will play a sound. You may listen to the sounds as many times as
you like prior to starting the game.
IT IS CRITICAL THAT YOU IDENTIFY THE SOUNDS BEFORE PRESSING THE START BUTTON:
ONCE THE GAME HAS BEEN STARTED, YOU WILL NO LONGER BE ABLE TO PLAY THEM.
Pressing the incorrect TV monitor will result in the module being reset and new
sounds being generated.
Once you are sure of the sounds, press the Start button to begin and refer to the
tables below. It is advised that the television screen is switched on.
To use the tables, identify which picture has been displayed and work from left
to right. If the condition at the top of the table is met, press the relevant TV
monitor.
Level 1: Badniks
A = Is there a Level Theme?
B = Is there a repeated sound?
C = Does the Running Boots monitor play the Emerald or Spikes sounds?
D = Otherwise…
A
B
C
D
Ballhog
In
RBt
EL
Rg
Burrobot
RBt
In
EL
Rg
Buzz Bomber
EL
Rg
RBt
In
Crab Meat
In
EL
Rg
RBt
Moto Bug
Rg
RBt
In
EL
Keep Talking and Nobody Explodes Mod
Sonic the Hedgehog
Level 2: Sonic
A = Does the Extra Life monitor play the Extra Life sound or the Invinciblity monitor play
the Invinciblity sound?
B = Is there a Lamppost or Marble Zone sound?
C = Does the Running Boots monitor play the Spin sound or the Rings monitor play the
Spring sound?
D = Was there a Moto Bug on Level 1?
E = Is there a Spikes sound?
F = Was there a Crab Meat on Level 1 or a Drown sound?
G = Is there an Emerald sound next to a Boss or Skid sound?
H = Otherwise…
A
B
C
D
E
F
G
H
Annoyed Sonic
Rg
RBt
EL
RBt
In
EL
Rg
In
Dead Sonic
In
EL
RBt
Rg
Rg
RBt
EL
In
Drowned Sonic
In
Rg
In
EL
RBt
Rg
RBt
EL
Falling Sonic
RBt
EL
Rg
In
EL
Rg
In
RBt
Standing Sonic
EL
Rg
RBt
RBt
EL
In
In
Rg
Level 3: Objects
A = Does the Extra Life monitor play the Invincibility sound or the Invinciblity monitor
play the Extra Life sound?
B = Was there a Buzz Bomber on Level 1 and an Annoyed Sonic on Level 2?
C = Was there a Drowned Sonic on Level 2 or an Emerald sound?
D = Is there a Spikes sound and a Level Theme?
E = Was there a Ballhog on Level 1 or does the Rings monitor play the Continue sound?
F = Is there a Skid sound next to a Spikes sound or a Spin sound next to a Spring sound?
G = Was there a Falling Sonic on Level 2 or a Final Zone sound?
H = Is there a Drown sound next to a Bumper or Jump sound?
I = Was there a Standing Sonic on Level 2 and a Lamppost sound?
J = Is there a Final Zone or Spring sound?
K = Was there a Burrobot on Level 1 and a Dead Sonic on Level 2?
L = Otherwise…
A
B
C
D
E
F
G
H
I
J
K
L
Blue Lamppost
EL
Rg
RBt
RBt
In
Rg
In
EL
EL
RBt
In
Rg
Red Lamppost
RBt
EL
In
RBt
Rg
In
EL
In
RBt
EL
In
RBt
Red Spring
Rg
RBt
EL
In
RBt
EL
RBt
Rg
EL
In
RBt
In
Switch
In
EL
Rg
EL
RBt
In
Rg
RBt
In
Rg
EL
Rg
Yellow Spring
RBt
In
RBt
Rg
EL
RBt
Rg
EL
Rg
In
Rg
EL
Keep Talking and Nobody Explodes Mod
Sonic the Hedgehog
Appendix SN72
What follows is a phonetic guide to the sounds you may encounter.
Sound Name
Description
Boss
"Level Theme"
Two alternating octave notes accompanied by a low
drum concluding with a scary motif.
3.5s
Breathe
Two short high-pitched squawking sounds.
0.6s
Bumper
A single metallic ringing sound; like a dull bell.
0.7s
Continue
A happy twinkly sound that arpeggiates upwards in
pitch before decreasing in volume.
4.5s
Drown
Like the last of the water racing into a noisy drain.
1.9s
Emerald
About halfway between a TARDIS materialising and a
cat running across the keys of a Hammond organ.
1.9s
Extra Life
A euphoric brass fanfare concluding with timpani.
5.0s
Final Zone
"Level Theme"
Super high brass followed by scary drums.
2.3s
Invincibility
Five snares followed by a bright fanfare.
3.0s
A short, upward-sliding note.
0.5s
Lamppost
Two distinct tones; like a futuristic doorbell.
0.7s
Marble Zone
"Level Theme"
Three hard-hitting notes before an octave drop.
2.4s
Skid
Two of the same tone; like a computer error sound.
0.5s
Spikes
A tinny, high-pitched sound that slides even higher.
0.7s
Spin
Like a dentist's drill attacking a filling.
2.2s
Spring
It sounds like a spring.
0.8s
Jump
Length
Keep Talking and Nobody Explodes Mod
Sonic the Hedgehog
Appendix SN73
What follows is a visual guide to the images you may encounter.
Image Name
Type/Description
Annoyed Sonic
A "Sonic". This appears on Level 2.
Ballhog
A "Badnik". This appears on Level 1.
Blue Lamppost
An "Object". This appears on Level 3.
Burrobot
A "Badnik". This appears on Level 1.
Buzz Bomber
A "Badnik". This appears on Level 1.
Crab Meat
A "Badnik". This appears on Level 1.
Dead Sonic
A "Sonic". This appears on Level 2.
Drowned Sonic
A "Sonic". This appears on Level 2.
Extra Life TV Monitor
Falling Sonic
Invincibility TV
Monitor
One of four TV monitors. The code is "EL".
A "Sonic". This appears on Level 2.
One of four TV monitors. The code is "In".
Moto Bug
A "Badnik". This appears on Level 1.
Red Lamppost
An "Object". This appears on Level 3.
Red Spring
An "Object". This appears on Level 3.
Rings TV Monitor
One of four TV monitors. The code is "Rg".
Running Boots TV
Monitor
One of four TV monitors. The code is
"RBt".
Standing Sonic
A "Sonic". This appears on Level 2.
Switch
An "Object". This appears on Level 3.
Yellow Spring
An "Object". This appears on Level 3.
Image
Keep Talking and Nobody Explodes Mod
Algebra
On the Subject of Algebra
<EQUATION>
“Why do we need to study algebra? We'll never use it in real life...” Anybody else
remember saying that?
1
2
3
+/­
4
5
6
.
The module consists of a number pad and two screens.
7
8
9
0
In three stages, the module displays an equation
Clear
Submit
involving the variables a, b and c, respectively.
Solve the equation for a, b or c and enter the answer to
progress to the next stage.
In each equation, the variables x, y and z may appear. Calculate their
values using the columns of the following table:
x=n
y=i−p
z=m+t×d
n = sum of digits in
the serial number
i = number of indicators
p = number of ports
m = number of modules
t = number of AA batteries
d = number of D batteries
3 or more
battery holders
present?
+2
2 or fewer battery
holders present?
−2
No battery holders
present?
+3
RJ-45 port
present?
−1
Serial port present?
+3
Parallel port present?
−6
Lit BOB
indicator
present?
+4
Unlit FRQ indicator
present?
−5
Lit MSA indicator
present?
+2
−3
Sum of the serial
number digits is
prime?
+4
Sum of the serial
number digits is
divisible by 3?
+1
Serial number
contains a
vowel?
Keep Talking and Nobody Explodes Mod
On the Subject of Visual Impairment
Don't look at this manual too long, or you will actually go blind!
On the module, there will be gray-scaled squares that
represent one of the pictures below.
Find the picture the squares represent and click on the
squares that are the same color as the indicator.
The squares shown on the module could be rotated, and
mirrored.
Upon a strike, the current stage resets.
Visual Impairment
Keep Talking and Nobody Explodes Mod
The Jukebox
On the Subject of The Jukebox
E
KTaN
The kebox!
Ju
P-A-R-T-Why? Because if you don't, we're going to explode.
The module consists of a jukebox with three lyrics and three
vinyl buttons.
Use the given lyrics to work out which song has been
selected.
<LYRIC1>
<LYRIC2>
<LYRIC3>
Enter the song lyrics in the order they appear in the song.
Certain words may appear in multiple songs, but all three will only appear in
any one song.
If a word appears more than once in a song, use the first instance of its usage.
Song Title
Artist
Lyrics
A Little Less
Conversation
Elvis vs.
JXL
A little less conversation, a little more action
please. All this aggravation and satisfaction in
me.
Africa
Toto
I hear the drums echoing tonight; she hears only
whispers of some quiet conversation.
All the Small
Things
Blink 182
All the small things, true care, truth brings. I'll
take one lift, your ride, best trip.
Do You Hear
the People
Sing?
(from) Les
Misérables
Do you hear the people sing, singing the songs of
angry men? It is the music of a people who will
not be slaves again.
Free Bird
Lynyrd
Skynyrd
If I leave here tomorrow will you still remember
me? 'Cause I must be travelling on now 'cause
there's too many places I've got to see.
Friday I'm in
Love
The Cure
I don't care if Monday's blue. Tuesday's grey and
Wednesday too. Thursday, I don't care about you.
It's Friday, I'm in love.
Goodbye Mr. A
The
Hosiers
There's a hole in your logic, you who know all the
answers. You claim science ain't magic and expect
me to buy it.
Heal the
World
Michael
Jackson
There's a place in your heart and I know that it is
love. And this place could be much brighter than
tomorrow.
Hello
Adele
Hello, it's me. I was wondering if after all these
years you'd like to meet?
How to Save a
Life
The Fray
Step one, you say we need to talk. You walk. He
says, 'sit down, it's just a talk'.
Keep Talking and Nobody Explodes Mod
The Jukebox
Make Your
Own Kind
of Music
Mama Cass
Elliot
Nobody can tell ya there's only one song worth
singing.
Oh My God
Kaiser
Chiefs
Time on your side, it'll never end. The most
beautiful thing you can ever spend, but you work in
a shirt with your nametag on it.
Perfect
Ed
Sheeran
I found a love for me. Darling just dive right in and
follow my lead.
Pure
Shores
All Saints
I've crossed the deserts for miles, swam water for
time, searching places to find a piece of something
to call mine.
Save
Rock'n'Roll
Fall Out
Boy (ft.
Elton
John)
I need more dreams and less life. I need that dark in
a little more light.
Say
Something
A Great
Big World
Say something, I'm giving up on you. I'll be the one,
if you want me to.
Skin
Rag'n'Bone
Man
When I heard that sound, when the walls came down I
was thinking about you.
Take a
Chance on
Me
ABBA
If you change your mind, I'm the first in line. Honey
I'm still free; take a chance on me.
Hozier
My lover's got humour, she's the giggle at a funeral.
Knows everybody's disapproval; I should have
worshipped her sooner.
Take on Me
a-Ha
We're talking away, I don't know what I'm to say. I'll
say it anyway. Today's another day to find you
shying away.
The Flood
Take That
Standing on the edge of forever at the start of
whatever shouting love at the world.
Up Where
We Belong
Joe Cocker
&
Jennifer
Warnes
Who knows what tomorrow brings in a world few
hearts survive.
Who Wants
to Live
Forever?
Queen
There's no time for us. There's no place for us. What
is this thing that builds our dreams, yet slips away
from us?
Y.M.C.A
The
Village
People
Young man, there's no need to feel down. I said young
man, get yourself off the ground. I said young man,
'cause you're in a new town.
You Don't
Know Me
Michael
Bublé
You give your hand to me and then you say hello. And
I can hardly speak, my heart is beating so.
Take Me to
Church
Keep Talking and Nobody Explodes Mod
Identity Parade
On the Subject of Identity Parade
Time to turn detective; there's a criminal on the loose.
The module consists of four displays and a convict button.
The guilty suspect is the only person for whom all three
character traits will appear.
CONVICT
<
<
<
<
<HAIR>
<BUILD>
<ATTIRE>
<SUSPECT>
Correctly identify the guilty suspect and their character traits, set the
displays and press the convict button to disarm the module.
Suspect Name
Hair Colour
Build
Attire
Andy
Brown
Hunched
Suit
Ben
Grey
Tall
T-shirt
Chrissie
Red
Hunched
Hoodie
Dylan
Blonde
Short
Tank top
Eddie
Grey
Slim
Suit
Fiona
Brown
Tall
Hoodie
Gemma
Grey
Short
Blazer
Harriet
Black
Fat
T-shirt
Ian
White
Tall
Jumper
James
Red
Muscular
Tank top
Kayleigh
White
Short
Tank top
Louise
Blonde
Fat
Suit
Megan
Brown
Slim
Blazer
Nate
Red
Fat
Jumper
Oscar
Black
Slim
Hoodie
Penny
Blonde
Muscular
T-shirt
Quentin
White
Hunched
Blazer
Rhiannon
Black
Muscular
Jumper
>
>
>
>
Keep Talking and Nobody Explodes Mod
Blind Maze
On the Subject of Blind Maze
Not only do you have to find the exit, you have to find the beginning!
This module has four buttons labeled N for North, E for East,
S for South, and W for West. The defuser must use these
buttons to navigate through a maze they cannot see. Use the
following steps to discover what the maze looks like, where
you are in the maze, and which side of the maze the exit is on.
Step 1: Finding the Maze
Take the last digit of the serial number and add the number of solved
modules.
If the number is above nine, subtract 10 until it is between 0 and 9.
Locate the maze below with the same number as the result. This is your maze,
but it may be rotated.
0
1
2
3
4
5
6
7
8
9
Keep Talking and Nobody Explodes Mod
Blind Maze
Step 2: Finding the Rotation
Use the first conditional that applies out of the following list to determine
what rotation the maze has.
If there are at least 2 red buttons, rotate the maze 90 degrees clockwise,
then calculate the starting position.
Otherwise, if there are at least 5 batteries, calculate the starting
position, then rotate the maze 90 degrees clockwise.
Otherwise, if there is an IND indicator, rotate the maze 180 degrees
clockwise, then calculate the starting position.
Otherwise, if there are no yellow buttons and at least 1 red button, rotate
the maze 90 degrees counter-clockwise, then calculate the starting
position.
Otherwise, if there is at least 1 module with “Maze” in its name other than
“Blind Maze”, calculate the starting position, then rotate the maze 180
degrees clockwise.
Otherwise, if there is at most 1 port type, calculate the starting position,
then rotate the maze 90 degrees counter-clockwise.
Otherwise, keep the maze as it is.
Step 3: Finding the Starting Location
Look at each button and use the table below to determine it's value. Then, use
these rules to determine the starting location in the maze:
X Position: Add the values of the North and South buttons together.
Y Position: Add the values of the East and West buttons together.
If the sum is above 5, subtract 5 until the number is between 1 and 5.
Column X moves from left to right and Row Y moves from top to bottom. The
top left coordinate of the maze is [1,1].
Red
Green
Blue
Gray
Yellow
North
1
5
2
2
3
East
3
1
5
5
2
West
2
5
3
1
4
South
3
2
4
3
2
Keep Talking and Nobody Explodes Mod
Backgrounds
On the Subject of Backgrounds
For once you aren’t only focusing on what’s right in front of you. Make sure you
pay attention to what’s going on behind the scenes here. We all know how you feel
about exploding.
This module will present you with a colored button, a
counter, and a submit button. However, the backing may be a
certain color. Based on the color of the backing and the color
of the button, press the button until the counter matches a certain number and
press submit.
Step 1:
Use the rules in Table B to determine your letter pair, finding the first two
conditions that apply, using the first letter from the first rule and the second
letter from the second rule.
Step 2:
With the letter pair found in Step 1 and Table A, use the first letter along the
left and the second letter along the top to find the number of times to press the
button before pressing submit.
TABLE A:
A
B
C
D
E
F
A
3
2
9
1
7
4
B
7
9
8
8
2
3
C
5
1
7
4
4
6
D
6
4
2
6
8
5
E
5
1
5
3
9
9
F
1
2
3
6
7
8
(Please note that if you press the button when the counter reads 9, the counter
will reset to 0.)
Keep Talking and Nobody Explodes Mod
Backgrounds
TABLE B: Priority rules
RULE
FIRST LETTER
SECOND LETTER
If the color of the backing
matches the color of the button
A
C
Otherwise, if the button or the
backing (but not both) are white
or black
D
B
Otherwise, if there are no D
batteries present on the bomb *
C
E
Otherwise, if there are no AA
batteries present on the bomb
D
D
Otherwise, if the button and the
backing are primary colors **
B
F
Otherwise, if the color of the
button is a secondary color ***
F
E
Otherwise, if there is an unlit
SND indicator present on the
bomb
E
B
Otherwise, if the bomb contains a
Serial port
B
C
Otherwise, if the backing's color
mixed with blue creates the
button's color ****
C
D
Otherwise, use this rule (This
rule can be used twice)
E
A
*: D batteries are detected as any battery holder with exactly one battery.
**: Primary colors are Red, Yellow, and Blue
***: Secondary colors are Orange, Green, and Purple
****: Mixing Red and Yellow will make Orange, Blue and Yellow will make Green, and Red and Blue
will make Purple. Mixing Blue and White will not make Blue.
Keep Talking and Nobody Explodes Faulty Modules
Faulty Backgrounds
On the Subject of Faulty Backgrounds
I don’t know if this counts as faulty... or just plain mean.
This module at first looks like a Backgrounds module, except
there are two ‘Push Me’ buttons. One of them is the correct
color, the other is not. Follow the rules below to determine
which button is correct.
1. If one of the buttons does not affect the counter, that button is fake.
2. Otherwise, if one of the buttons matches the color of the background, the
button that doesn’t match is a fake.
3. Otherwise, if one of the buttons says “BUSH ME!” the left button is a fake.
4. Otherwise, if one of the buttons says “PUSH NE!” the right button is a fake.
5. Otherwise, if one of the buttons says “PUSH HE!” that button is a fake.
6. Otherwise, if one of the buttons says “PUSH SHE!” the other button is fake.
7. Otherwise, if all the even digits of the counter don’t show up, the left
button is fake.
8. Otherwise, if all the odd digits of the counter don’t show up, the right
button is fake.
9. Otherwise, if only 5 doesn’t show up on the counter and one button is black
that button is a fake.
10. Otherwise, if the last digit of the serial is even, the right button is fake.
11. Otherwise, the left button is fake.
Once you've determined which button is the fake, please refer to the
instructions on the Backgrounds manual.
Keep Talking and Nobody Explodes Mod
Maintenance
On the Subject of Maintenance
How to repair your car. Step 1: Call a mechanic. There is no step 2…
FIX!
The module consists of a number plate, a job scroller, a fix
button and a memo with the number of jobs that require
completion: 2, 3 or 4.
<PLATE>
<
<JOB>
>
Use the number plate tables to calculate information about
the car.
Use the Venn diagram and Ordering Rules to determine the number of jobs that
require maintenance and the order in which they should be completed.
Number Plate
The number plate is broken down into three parts.
The first two letters tell you the model of the car.
Plate Ref
Model
Multiplier
Plate Ref
Model
Multiplier
HN
Honda
2
AD
Audi
7
RN
Renault
3
BN
Mercedes-Benz
8
FD
Ford
4
PC
Porsche
9
MA
Mazda
5
FR
Ferrari
10
BM
BMW
6
-
-
-
The two numbers tell you when the car was manufactured. New UK number plates
are released in March and September. To find the car's value, multiply the base
value of the year by the model multiplier.
Plate Ref
Manufactured
Base Value
Plate Ref
Manufactured
Base Value
51
Sept 2001
£50
55
Sept 2005
£90
02
Mar 2002
£60
06
Mar 2006
£100
52
Sept 2002
£60
56
Sept 2006
£100
03
Mar 2003
£70
07
Mar 2007
£125
53
Sept 2003
£70
57
Sept 2007
£125
04
Mar 2004
£80
08
Mar 2008
£150
54
Sept 2004
£80
58
Sept 2008
£150
05
Mar 2005
£90
09
Mar 2009
£175
Keep Talking and Nobody Explodes Mod
Maintenance
Plate Ref
Manufactured
Base Value
Plate Ref
Manufactured
Base Value
59
Sept 2009
£175
15
Mar 2015
£600
10
Mar 2010
£200
65
Sept 2015
£600
60
Sept 2010
£200
16
Mar 2016
£700
11
Mar 2011
£250
66
Sept 2016
£700
61
Sept 2011
£250
17
Mar 2017
£800
12
Mar 2012
£300
67
Sept 2017
£800
62
Sept 2012
£300
18
Mar 2018
£900
13
Mar 2013
£400
68
Sept 2018
£900
63
Sept 2013
£400
19
Mar 2019
£1,000
14
Mar 2014
£500
69
Sept 2019
£1,000
64
Sept 2014
£500
-
-
-
The final three letters of the number plate are random. The final letter will
tell you the insurance company.
N.B. the letters I, O, Q & Z are never used in UK number plates.
Last Letter
Insurance Company
Last Letter
Insurance Company
A, B, C
Admiral
N, P, R
Aviva
D, E, F
Swift
S, T, U
RAC
G, H, J
Axa
V, W
AA
K, L, M
Swinton
X, Y
Hastings Direct
Potential Jobs
Below, you will find a list of jobs you may encounter and their rates. Jobs
designated with an [H] are considered "heavy" jobs.
Job #
Job
Price
Job #
Job
Price
1
Wash
£3
7
One tyre
£80
2
Headlight bulb
£6
8
Windscreen replacement [H]
£150
3
Wiper replacement
£10
9
Two tyres
£160
4
Oil change
£15
10
Four tyres
£320
5
Brake fluid change
£25
11
Exhaust welding [H]
£500
6
Windscreen chip
£40
12
Head gasket replacement [H]
£750
Keep Talking and Nobody Explodes Mod
Maintenance
Write-off Status & Insurance Perks
Occasionally, a car may be deemed to be a write-off. If this is the case,
irrespective of how many or which jobs are required, select the "Write-off"
option in the job scroller.
A car is considered a write-off if either of the following conditions are met:
It is a pre-2004 Honda.
The cost of maintenance that is not covered by the insurance is greater
than the value of the car.
Insurance companies may cover different elements of the maintenance. The
maintenance must still be undertaken even if its cost is covered.
Job
Covered by:
Job
Covered by
Oil change
Hastings Direct, Swift & AA
Windscreen chip
Axa, RAC, Swinton & AA
One tyre
Swift & Aviva
Windscreen
replacement
RAC
Two tyres
Aviva
Brake fluid change
AA & Admiral
Required Maintenance
Use the Venn diagram and table to determine which jobs need to be done. Take the
first 2, 3 or 4 jobs from the list in the table as required.
Letter
Job Order
Letter
Job Order
A
5 – 1 – 9 – 11
I
1 – 7 – 6 – 11
B
2 – 12 – 8 – 10
J
7 – 11 – 1 – 2
C
3–2–1–6
K
1 – 10 – 11 – 12
D
4 – 10 – 6 – 1
L
7–3–5–8
E
6 – 4 – 10 – 2
M
2 – 9 – 11 – 3
F
8 – 4 – 5 – 12
N
1–2–3–4
G
1–7–3–6
O
11 – 9 – 2 – 5
H
12 – 5 – 3 – 8
P
8–7–5–3
Keep Talking and Nobody Explodes Mod
Maintenance
Ordering Rules
All jobs should be done from cheapest to dearest with the following exceptions:
Oil change and Wash must be done last. If both are required, do the Oil
change before the Wash.
Windscreen chip and Brake fluid change must be done first. If both are
required, do the Windscreen chip before the Brake fluid change.
Heavy jobs must be done before any tyre work, but not before any other
cheaper work.
Jobs covered by insurance must be ordered according to their "retail"
price.
Keep Talking and Nobody Explodes Mod
Mortal Kombat
On the Subject of Mortal Kombat
Test your might!
<
<
<
A
B
C
<
The module consists of two screens and a gamepad. The larger
screen shows your character, the smaller shows your
opponent.
To disarm the module, you must perform three attacks and a
fatality. Use the tables below to determine your character's attacks and the
order in which they should be performed. Fatalities should not be performed
until three successful attacks have been carried out. To determine the fatality,
start at the top of the list and use the first one where the rule applies.
Entering the incorrect button combination during the initial three attacks
will cause a strike and reset the successful attacks to 0. It may also reset your
opponent's character. Entering the incorrect button combination during the
fatality stage will cause a strike but will not reset your previous attacks or
your opponent's character.
Characters
Characters that you may encounter are listed below.
Name
Profile
Johnny
Cage
Johnny Cage was a struggling Hollywood action movie star
who wanted to get his fame back. He has always been a brave
and loyal warrior for Earthrealm.
Kano
As a mercenary and leader of the international crime
cartel known as the Black Dragon, Kano rises beyond the
level of mere brutality by also being sly and cunning.
Liu Kang
Liu Kang is one of Earthrealm's greatest warriors, having
defeated many to prove his valour. He became champion
after the first Mortal Kombat tournament.
Raiden
Raiden is the eternal God of Thunder, protector of
Earthrealm, and one of the most powerful characters in all
of Mortal Kombat.
Scorpion
Hanzo Hasashi, also known as Scorpion, is a resurrected
ninja seeking vengeance against those responsible for the
destruction of his clan.
Sonya
Blade
General of Earthrealm Special Forces, Sonya Blade is a
stern, tough-as-nails General. A headstrong woman, she
cares deeply about the lives of her comrades.
SubZero
Sub-Zero possesses incredible control over the element of
ice. He can easily deep freeze opponents to the point of
them becoming brittle enough to shatter into pieces.
Image
Keep Talking and Nobody Explodes Mod
Mortal Kombat
Move Tables
JOHNNY CAGE
Opponent, Move Order & Fatality Conditions
Controls
Kano
Liu Kang
Raiden
Scorpion
Sonya
Blade
SubZero
Green
Fireball
⇦⇨A
1
2
3
2
1
3
Shadow
Kick
⇦⇨B
3
1
2
3
2
1
Nut
Cracker
⇩⇩C
2
3
1
1
3
2
Deadly
Uppercut
⇩⇩⇦C⇧B
Use if there is a parallel
or a serial port.
Use if there is a lit CAR,
CLR or MSA or unlit BOB,
NSA or FRK.
Torso
Rip
⇦⇦⇦BB⇧
Otherwise, use if the last
digit of the serial
number is odd.
Stage
⇩⇦⇧⇩AB Otherwise, use.
Otherwise, use if there
are an even number of
batteries.
Move
KANO
Move
Opponent, Move Order & Fatality Conditions
Heart Rip
Johnny
Cage
Liu
Kang
Raiden
Scorpion
Sonya
Blade
SubZero
3
2
1
3
2
1
1
1
2
2
3
3
2
3
3
1
1
2
Controls
⇩C
Knife
⇨⇨B
Throw
Chokehold ⇩⇦A
Kanoball
Otherwise, use.
⇧
⇩ ⇧⇦C
A B
⇨⇨CB
Eye Laser
⇧⇧
Stage
ABC
⇦⇦⇧
Use if there are more D
batteries than AA
batteries.
Use if the serial
number contains a
vowel.
Otherwise, use if there are
no unlit indicators
present.
Otherwise, use if there
is a DVI-D or RJ-45
port.
Otherwise, use.
Otherwise, use.
Keep Talking and Nobody Explodes Mod
LIU KANG
Move
Mortal Kombat
Opponent, Move Order & Fatality Conditions
Johnny
Cage
Controls
Kano
Raiden
Scorpion
Sonya
Blade
SubZero
Dragon
Fire
⇨⇨C
2
1
3
1
2
3
Flying
Dragon
Kick
⇨⇧A
3
2
1
3
1
2
Air Throw
⇦⇩B
1
3
2
2
3
1
Butterfly
Flip
⇩⇨B⇦B⇩
Use if there are any lit
indicators present.
use if there is
⇨⇨⇩A⇧C Otherwise,
a Stereo RCA or PS/2 port.
⇨⇨⇦⇦⇧A Otherwise, use.
Dragon's
Bite
Stage
RAIDEN
Move
Use if the sum of the
serial number digits is
prime.
Otherwise, use if there
are no D batteries.
Otherwise, use.
Opponent, Move Order & Fatality Conditions
Controls
⇦⇦B
Torpedo
⇩⇨A
Teleport
⇩⇧C
Electric
AA⇦⇧⇨B
Decapitation
Lightning
Bolt
Explosive
Uppercut
⇩⇧⇩⇧BB
Stage
C⇧
⇦AB⇩
Johnny
Cage
Kano
Liu
Kang
Scorpion
Sonya
Blade
SubZero
3
2
1
3
2
1
2
3
3
1
1
2
1
1
2
2
3
3
Use if there are four or
fewer batteries.
Use if there are no
indicators present.
Otherwise, use if the
serial number contains
L, P or T.
Otherwise, use if there
is more than one Serial
port.
Otherwise, use.
Otherwise, use.
Keep Talking and Nobody Explodes Mod
SCORPION
Move
Mortal Kombat
Opponent, Move Order & Fatality Conditions
Johnny
Cage
Controls
⇦⇦A
Teleport
⇦⇨C
Punch
Spear
Liu
Kang
Kano
Sonya
Blade
Raiden
SubZero
1
3
2
3
2
1
2
1
1
2
3
3
2
3
1
1
2
Air
Throw
⇧⇧B
3
Toasty!
⇨⇨⇨BBB
Use if there are more than
three ports.
Use if the last digit of
the serial number is even.
⇩⇦AC
Otherwise, use if there are
more AA batteries than D
batteries.
Otherwise, use if there is
a lit BOB or FRK or unlit
FRQ or CAR.
Otherwise, use.
Otherwise, use.
Spear
Slice
⇧⇧
Stage
A B
⇨ ⇩C⇩
SONYA BLADE
Opponent, Move Order & Fatality Conditions
Johnny
Cage
Liu
Kang
Raiden
Scorpion
SubZero
1
1
3
2
3
3
2
1
1
1
2
3
2
3
Move
Controls
Energy
Rings
⇧
⇨A
3
2
Leg
Grab
⇩⇦C
2
Square
Wave
Punch
⇨⇦B
1
⇨⇦⇦⇨CB
Use if the number of
indicators is greater than
the number of ports.
Use if the number of
batteries is greater than
the first digit of the
serial number.
Crush
Kiss
⇩⇧⇨B⇦A
Otherwise, use if the first
digit of the serial number is
greater than the number of
batteries.
Otherwise, use if the
number ports is greater
than the number of
indicators.
Stage
⇧⇧
Fire
Kiss
Kano
⇩⇦AC Otherwise, use.
Otherwise, use.
Keep Talking and Nobody Explodes Mod
SUB-ZERO
Move
Ice
Freeze
Slide
Ground
Freeze
Opponent, Move Order & Fatality Conditions
Johnny
Cage
Controls
⇨⇧B
⇨⇨A
⇨⇩C
Mortal Kombat
Liu
Kang
Kano
Raiden
Scorpion
Sonya
Blade
1
2
3
1
3
2
3
1
2
2
1
3
2
3
1
3
2
1
⇦⇧⇨⇩CC
Use if the sum of the serial
number digits is divisible
by 3.
Use if there are no lit
indicators present.
Ice
Shatter
⇨⇩⇦⇧AA
Otherwise, use if there are
no batteries.
Otherwise, use if there is
a Parallel or a Stereo RCA
port.
Stage
⇧
Spine
Rip
⇨A⇦⇧B Otherwise, use.
Otherwise, use.
Keep Talking and Nobody Explodes Mod
Mashematics
On the Subject of Mashematics
Let's see here, 96 + 3 = 99. Oh god.
This module will show a math problem. Solve the math problem
and press the "Push!" button that many times.[1][2] If the
number of presses exceeds 99, you will get a strike and the
number of presses will go to zero. If you submit a wrong
answer you will get a strike and the number of presses will
go back to 0.
#+#*#
#
Push!
Submit
[1] If the number is bigger than or equal to 100, subtract 50 until it's a number
between 0 and 99.
[2] If the number is less than 0, add 50 until it's a number between 0 and 99.
Keep Talking and Nobody Explodes Mod
On the Subject of Radiator
Is it me or is it getting hot in here?
This module has 2 stages. The temperature stage and the water
stage. You will need to keep the value of the temperature
stage to work out the value of the water stage.
Radiator
6
7
8
3
4
5 Reset
0
1
2 Submit
9
<DISPLAY>
Submit the temperature stage before the water stage. If you make a mistake, press
the reset button.
If the number is not correct for that stage, a strike will be given, and the
module must be started over.
HOWEVER, if a lit FRK indicator and a lit BOB indicator are present, submit 13
for the temperature and 37 for the water.
If a number is greater than 99, only use the last two digits of the number.
Temperature
Starting at 0, if the serial number contains one or more of the letters and
numbers: RADI4TØ7, add 10 for every occurrence of each letter or number.
For every pair of AA batteries, add 5 to the number.
For every D battery, take 5 away from the number.
If you end up with a negative number after you have applied these rules then
multiply by -1.
Submit the number and keep the answer for the water stage.
Water
Take the number you got for the temperature and divide it by 3.
If the number is not a whole number, only take the integer part of the number.
If there is an RJ-45 port, add 50 to the number.
If there are any lit indicators, add 20 to the number.
If there are any unlit indicators, follow the table for unlit indicators
below.
At the end if you receive a negative number multiply by -1.
Submit this number.
Unlit indicators table
BOB --> +40
NSA --> -10
FRQ --> +2
MSA --> +25
FRK --> -1
Keep Talking and Nobody Explodes Mod
On the Subject of Modern Cipher
The Roman warlord Caesar had his own personal way to encrypt his data. We could
think about him as the father of the modern cryptography. But you are a quali ed
soldier so you won't have problems in decoding our message, don't you?
Modern Cipher
TEXT
TEXT
Q W E
R
T
I
O
G
H J
K
C
V B
N M
P
A S
L
Y U
D
Z X
You are given an encrypted word. Decrypt it, write it in the
second box and press OK to solve the module.
To decrypt the word start by nding the key.
Add every digit on the serial and then, referring to "Letter-Number Relation"
below, follow the cases to nd your word.
Keep in mind that if you have strikes*, you must add those strikes to the
resulting key.
Case 01: The serial number contains a vowel:
Every letter of the word must be shifted backwards by the key
Keep in mind that if you go under the 0, the next number will be 25 because
numbers go only from 0 to 25.
Case 02: The bomb contains more than 3 batteries:
Every letter of the word must be shifted forwards by the key
Keep in mind that if you go over the 25, the next number will be 0 because
numbers go only from 0 to 25.
Case 03: There is a serial port:
If this is your rst word, refer to Case 01, otherwise go on.
Add to the key the number of letters of the last word you decrypted, then
proceed as like as in Case 01.
Keep in mind that if you go under the 0, the next number will be 25 because
numbers go only from 0 to 25.
Case 04: None of the previous cases matches:
Add to the key the number of solved modules at the moment of the word
generation then proceed as like as in Case 02.
Keep in mind that if you go over the 25, the next number will be 0 because
numbers go only from 0 to 25.
*You want to add only the strikes that you have when the word is generated.
F
Keep Talking and Nobody Explodes Mod
Modern Cipher
Letter-Number Relation
Letter
Number
Q
0
W
1
E
2
R
3
T
4
Y
5
U
6
I
7
O
8
P
9
A
10
S
11
D
12
F
13
G
14
H
15
J
16
K
17
L
18
Z
19
X
20
C
21
V
22
B
23
N
24
M
25
Keep Talking and Nobody Explodes Mod
On the Subject of LED Grid
LED Grid
A
Maybe they were Christmas lights in a previous life?
B
C
The module consists of nine LEDs and four buttons.
To disarm the module, press the four buttons in the
correct order in accordance with the table below.
D
Colours include red, blue, yellow, green, orange, pink,
purple & white.
Pairs refer to exactly two of a colour but do not have to be adjacent.
Unlit LEDs should still be considered in the rules.
For example, instances of two unlit LEDs would still be considered "a pair".
For 0 unlit LEDs:
If there are no orange LEDs, press C, D, A, B.
Otherwise, if there are three or more red LEDs, press D, A, C, B.
Otherwise, if there are two or more pairs, press B, A, C, D.
Otherwise, if the bottom row is all the same colour, press A, C, D, B.
Otherwise, press B, C, D, A.
For 1 unlit LED:
If every LED is unique, press D, C, B, A.
Otherwise, if the top row is all the same colour, press A, D, B, C.
Otherwise, if there are exactly three red, three pink or three purple LEDs,
press C, B, A, D.
Otherwise, if there is exactly one white, two blue or three yellow LEDs, press
B, A, D, C.
Otherwise, press D, B, A, C.
For 2 unlit LEDs:
If there are three or more purple LEDs, press A, D, C, B.
Otherwise, if there are exactly two pairs, press B, C, A, D.
Otherwise, if there is at least one white, one orange and one pink LED, press D,
B, C, A.
Otherwise, if there is exactly one green, two yellow, three red or four blue
LEDs, press C, A, D, B.
Otherwise, press C, D, B, A.
For 3 unlit LEDs:
If there are exactly two orange LEDs, press B, D, A, C.
Otherwise, if there is more than one pair, press C, A, B, D.
Otherwise, if there are no purple LEDs, press D, C, A, B.
Otherwise, there is at least one red and one yellow LED, press A, C, B, D.
Otherwise, press B, D, C, A.
For 4 unlit LEDs:
If the centre row is all the same colour, press B, C, D, A.
Otherwise, if there are two or more green LEDs, press A, B, D, C.
Otherwise, if there are exactly two pairs, press C, B, D, A.
Otherwise, if there are no pink LEDs, press D, A, B, C.
Otherwise, press A, B, C, D.
Keep Talking and Nobody Explodes Mod
The iPhone
On the Subject of The iPhone
Somebody has welded a smart phone onto a bomb. Nobody tell Apple - it’s probably a
crime in certain states.
The module consists of six apps and a home button.
To disarm the module, the iPhone must be factory reset by
entering the correct PIN on the settings app. The individual
digits of the PIN are acquired by solving the apps.
App Name
Appearance
PIN Digit Given
Angry Birds
1st
Messages
2nd
Photos
3rd
Tinder
4th
Phone
NA
Settings
NA
The phone can be used to dial a "cheat code" for each of the four solveable apps at
the cost of a strike.
The home button to the right of the screen is used to return to the home screen.
Upon obtaining a strike, the Tinder app will reset.
Angry Birds
You will be presented with four "character buttons". These buttons will be one of
the following images:
Image Name
Appearance
Image Name
Red Angry Bird
Regular Pig
Yellow Angry Bird
Helmet Pig
Blue Angry Bird
Moustached Pig
White Angry Bird
King Pig
Black Angry Bird
Black Eyed Pig
Appearance
Keep Talking and Nobody Explodes Mod
The iPhone
To obtain the PIN digit, you must press the correct button in accordance with the
below instructions. Pressing the wrong button causes a strike.
Upon pressing the correct button, three stars will appear. The first digit of the
PIN will be contained within the centre star.
If there are more birds than pigs, go to A.
Otherwise, if there are more pigs than birds, to go B.
Otherwise, if there are two of each, go to C.
Table A, B, C Rules
A
B
C
If there are three or more batteries...
D
G
J
Otherwise, if there are three or more indicators...
E
H
K
Otherwise...
F
I
L
Table D, E, F Rules
D
E
If a Yellow Angry Bird is on top of any Pig...
Top Right
Bottom Left
Top Left
Otherwise, if a Black Angry Bird is right of a Red Angry
Bird...
Top Left
Top Right
Bottom
Right
Otherwise, if a White Angry Bird is present...
Bottom Left
Bottom
Right
Top Right
Otherwise...
Bottom
Right
Top Left
Bottom Left
G
H
If each button is unique...
Bottom
Left
Bottom
Right
Top Right
Otherwise, if there is no King Pig...
Top Right
Bottom
Left
Top Left
Otherwise, if there is a Helmet or Moustached Pig left of
any Bird...
Top Left
Top Right
Bottom
Right
Otherwise...
Bottom
Right
Top Left
Bottom
Left
Table G, H, I Rules
Table J, K, L Rules
J
K
F
I
L
If a Regular Pig and a White or Blue Angry Bird are on the
top row...
Top Left
Bottom
Left
Top Right
Otherwise, if a Black or Red Angry Bird is below any
Pig...
Bottom
Left
Top Right
Bottom
Right
Otherwise, if each button is unique...
Bottom
Right
Top Left
Bottom
Left
Otherwise...
Top Right
Bottom
Right
Top Left
Keep Talking and Nobody Explodes Mod
The iPhone
Messages
You have received four messages, one each from Phil H, Rob N, Mick K and Andy L.
One message contains the true second digit of the PIN. The other three are
guesses and most likely false.
Use the below table and the content of the messages to determine which person is
telling the truth. The # denotes a PIN digit.
Phil's Truths
Rob's Truths
Mick's Truths
Andy's Truths
The 2nd number is #.
#
It's #
Probably #
Not sure. Maybe #?
# is the second number.
#? No...yes, #
# you numpty!
# mate.
I think it's #.
#?
#!
Photos
There are eight photos which can be cycled using the arrow keys. Some may look
quite similar but they are all unique.
Only one of the below photos will be included on the app. The number of that
photo represents the third digit of the PIN.
PIN
Digit
Image
PIN
Digit
Description
Image
Description
0
Beach
5
Castle
1
Christmas
Tree
6
Spaniel
2
Computer
7
Football
team
3
Porsche
8
Band
4
Composer
9
Roast Dinner
Keep Talking and Nobody Explodes Mod
The iPhone
Tinder
You will see a Tinder profile. Use the below table to calculate the match score.
If the match score is positive, swipe right. If the match score is negative, swipe
left. If the match score is zero, swipe right if your match's name has five or more
letters and swipe left if their name has four or fewer letters.
Correctly match three profiles consecutively to unlock the fourth digit of the
PIN. A mismatch well incur a strike and reset the current profile, as well as
discounting any previous correct matches.
A
G
E
S
T
A
R
S
I
G
N
H
O
B
B
I
E
S
P
E
T
S
For 0 strikes:
For 1 strike:
For 2+ strikes:
18-22
+3
-2
-1
23-28
+2
-1
-1
29-35
+1
+3
-2
36-41
-1
+2
+3
42+
-2
-1
+2
Virgo
+2
+1
+1
Leo
+2
+2
-1
Scorpio
-2
-1
+1
Capricorn
-2
-2
-1
Cancer
+1
+2
+1
Gemini
-1
-1
-1
Badminton
+1
+2
-1
Golf
-1
+1
+1
Cinema
+1
-1
-2
Theatre
-2
+1
+2
Dancing
-3
-2
+3
Clubbing
+2
-2
-3
Cat
+3
+1
-1
Dog
+2
-3
-2
Goldfish
-1
+1
+2
Gerbil
-2
+2
-2
Hamster
-2
-2
+3
Keep Talking and Nobody Explodes Mod
The iPhone
Phone
You may be assisted in your hunt for the PIN by using the Phone app to cheat. Dial
the appropriate number followed by the hash key to execute the cheat code. You
may not clear the screen after you have begun, so type carefully.
Each time you press the hash key, you will incur a strike, irrespective of
whether the code is correct or not.
The PIN digits will manifest themselves in different ways but in each instance,
you will need to return to the relevant app to see it:
Angry Birds and Tinder will behave as though you have solved the app.
Messages will manifest the correct PIN digit as an unread message.
Photos will mark the correct image with a green LED.
App Name
If the serial number
contains a vowel:
If the serial number does not
contain a vowel:
Angry Birds
52716
43892
Messages
60138
15397
Photos
81606
79431
Tinder
30962
21486
Settings
Once you have acquired all four digits of the PIN, enter them on the Settings app
to reset the iPhone's factory settings and disarm the module.
Much like with the Phone app, you cannot clear the display once you have started
typing. Entering an incorrect PIN will cause a strike.
Keep Talking and Nobody Explodes Mod
The Swan
0108
On the Subject of The Swan
Every 108 minutes seconds, the button must be pushed...
>: ▐
SEE APPENDIX SW74 FOR THE ORIENTATION MANUAL OF STATION 3.
The module consists of twelve keypads, an 'Execute' button, a computer
EXECUTE
screen and a countdown timer.
Every 108 seconds, the button must be pushed. From the moment the alarm
sounds, you will have 40 seconds to enter the code and push the execute button.
The code is always the same: 4, 8, 15, 16, 23, 42.
Entering the wrong code will clear the screen and cause a strike.
Failing to push the button will cause a system failure and a strike.
Each time you enter the code and push the button, a system reset will be initiated and the
timer will restart.
It is vital that you keep track of the number of times the system has been reset, as this
information is used to disarm the module.
Only entering the numbers and pushing the button in a timely fashion will constitute a
system reset.
Some time after 40% of the bomb's modules are solved (or when the bomb timer has three
minutes remaining), alternative input commands will appear after a system reset.
Please note, if the bomb timer reaches three minutes, the timer may reset to 108 mid-cycle.
This DOES NOT constitute a system reset.
Once the alternative input commands have appeared, you will have 108 seconds to calculate
and enter the correct disarm code, which can be determined using the rules, exceptions and
number sequences below.
Exceptions take priority over all other rules, with exception three taking highest
priority. Ensure you have read and understood them.
Rules
If the number of resets does not appear on any sequence, enter DHARMA.
If the number of resets multiplied by eight is within two of any number in Radzinsky's
Binomial Spiral, enter HATCH.
If the third number of each sequence, when added to the number of resets, yields a composite
number, enter SWN.
If the number of resets appears on more than one sequence, enter DARMA.
Exceptions
If no rules apply, enter SWAN.
If more than one rule applies, enter HTCH.
If the number of resets is 25 or greater, enter 77.
Sequences
Name
First Twelve Integers
Radzinsky's Binomial Spiral
7, 15, 27, 39, 59, 75, 87, 107, 123, 143, 159, 179...
Bakunin's Constants
2, 3, 6, 7, 12, 13, 18, 22, 27, 30, 31, 35...
DeGroot's Sequence
0, 1, 5, 13, 20, 23, 29, 31, 32, 46, 52, 75...
Minkowski's Cyclic Quadratics
4, 9, 11, 15, 17, 22, 30, 35, 41, 49, 56, 63...
Keep Talking and Nobody Explodes Mod
The Swan
Appendix SW74
Orientation Manual for
DHARMA Initiative: Station 3
The Swan
Welcome, I'm Dr. Marvin Candle, and this is the orientation manual
for Station 3 of the DHARMA Initiative. In a moment you'll be given a simple set of
instructions for how you will fulfill the responsibilities associated with the station.
But first, a little history.
The DHARMA Initiative was created in 1970, and it is the brainchild of Gerald and Karen
DeGroot - two doctoral candidates at the University of Michigan. Following in the
footsteps of visionaries such as B.F. Skinner, they imagined a large scale communal
research compound where scientists and free thinkers from around the globe could
pursue research in meteorology, psychology, parapsychology, zoology,
electromagnetism; an Utopian social experiment, supported by Danish industrialist and
munitions magnate Alvar Hanso, whose financial backing made their dream of a multipurpose social science research facility a reality.
You and your partner are currently located in Station 3, or the Swan, and will be for
the next 540 days. Station 3 was originally constructed as a laboratory where
scientists could work to understand the unique electromagnetic fluctuations
emanating from this part of the Island.
Not long after the experiments began, however, there was an incident. And since that
time the following protocol has been observed: every 108 minutes the button must be
pushed. From the moment the alarm sounds you will have four minutes to enter the code
into the microcomputer processor. When the alarm sounds, either you or your partner
must input the code. It is highly recommended that you and your partner take
alternating shifts. In this manner you will both stay fresh and alert. It is of the
utmost importance that when the alarm sounds the code be entered correctly, and in a
timely fashion.
Do not attempt to use the computer for anything else other than the entering of the
code. This is its only function. The isolation associated with Station 3 may tempt you
to try and utilise the computer for communication with the outside world. This is
strictly forbidden. Attempting to use the computer in this manner will compromise the
integrity of the project or worse, could lead to another incident. I repeat, do not use
the computer for anything other than entering the code.
Congratulations, until your replacements arrive, the future of the project is in your
hands. On behalf of the DeGroots, Alvar Hanso and all of us at the DHARMA Initiative,
thank you. Namaste. And good luck.
Keep Talking and Nobody Explodes Mod
Waste Management
On the Subject of Waste Management
Fun fact — The amount of food wasted in Singapore is equivalent to every
household throwing two bowls of rice away every day, per annum.
This module features eight buttons, four of which are Roman
numerals labeled “I", "V", "X", and "L” which have the values of
one, five, ten, and fifty respectively, two with the letters “W
(waste) and R (recycle)”, and the last two colored red and green
respectively. The red button resets the current stage, and the green button
submits the answer. Lastly, there is a display which shows, in the order of
submission: Paper, Plastic and Metal. Note: Since the module registers single
presses, the correct value for 4 would be IIII and not IV. Similarly, IX would be
VIIII. Etc.
To solve the module, the defuser needs to waste and recycle the correct amount of
paper, plastic, and metal.
Starting from zero for all values, use the following tables to determine the
amount of paper, plastic, and metal present. Follow all rules until the end of
each table, performing an operation for each material type where necessary.
Paper
Condition
Operation
Unless:
Is there an IND
indicator?
Add 19.
There are at least five
batteries.
Is there an SND
indicator?
Add 15.
—
Is there a parallel
port?
Subtract 44.
—
Is there a Morse Code
related module on the
bomb?*
Subtract 26.
Half of the bomb time has
not passed.***
Are there zero batteries
on the bomb?
Add 154.
There are at least three
indicators on the bomb.
Add 200.
There are more than two
consonants in the serial
number.
Does the serial number
contain any letters
from "SAVE MY WORLD"?
Keep Talking and Nobody Explodes Mod
Waste Management
Plastic
Condition
Operation
Unless:
Is there a TRN
indicator?
Add 91.
Exactly one strike has
already been issued.***
Add 69.
Exactly two strikes
have already been
issued.***
Subtract 17.
There are an odd number
of modules on the bomb.
(including needy
modules)
Add 153.
There are more D
batteries than AA
batteries.
Is there an FRK
indicator?
Is there an empty port
plate?
Is there an FRQ
indicator?
Metal
Condition
Operation
Unless:
Is there a BOB
indicator?
Add 199.
—
Is there an MSA
indicator?
Add 92.
—
Is there a CAR
indicator?
Subtract 200.
There is an RJ-45 port.
Are there any duplicate
ports?
Add 153.
There is a DVI-D port
present.
Add 99.
The bomb is in the last
fifth of time left on the
bomb.***
Subtract 84.
There is also a lit BOB
indicator and at least 6
ports — add 99 instead.
Is there an SIG
indicator?
Is there a Forget Me Not
module on the bomb?
Keep Talking and Nobody Explodes Mod
Waste Management
Final Instructions:
At any time the bar on the right becomes empty after completing a stage,
IMMEDIATELY press the green button again. Otherwise, a strike will be issued
and the module will reset. This cannot occur during stage 4. From all the
calculated values, if any of them are negative, make them positive and follow all
of the rules below:
1. If the total sum of paper, plastic, and metal present is higher than 695,
recycle everything. Do not progress on to any other stages.
2. Otherwise, if the amount of metal exceeds 200, recycle three-quarters of
the metal and then waste the rest of the metal. Go to rule 4.
3. Otherwise, if the amount of metal is lower than the amount of paper present,
recycle all of the paper, allocate all the plastic to leftovers, waste one
quarter of the metal, and recycle half of the leftovers. The other half of the
leftovers are not used.
4. If the amount of plastic is less than 300 and greater than 100, recycle half
of the plastic. Go to rule 6.
5. If the amount of plastic is less than 100 and greater than 10, waste all of
the plastic.
6. If the amount of paper is less than 65, waste one third of the paper, unless
instruction 4 was also true — recycle all of the paper instead.
7. If the amount of leftovers** are less than 300 and greater than 100, recycle
them. Otherwise, waste them.
If any value ends up with a decimal, round it to the nearest integer. Subtract
your answer for that stage from the amount remaining to calculate the leftovers.
Further notes: Upon submitting an incorrect amount of recycled and/or wasted
material, a strike is issued and the module resets. To submit an answer, the
defuser must input the amount of recycled or wasted paper and then press the R
button to designate it as recycling, or press the W button to designate it as
waste. The defuser must then press the green button to confirm their inputted
amount of wasted and recycled material. A total of three green button presses are
expected. A fourth green button press is expected when there are leftovers.
Upon pressing the red button to reset, the defuser’s input of the material type
for that stage will be reset. There will not be a display to show the amount the
defuser has entered, so he or she must be wary.
*Morse code modules refer to any module that contain “Morse” in their names and Simon Sends.
**Any materials left after being modified by a rule become leftovers unless another rule refers to them
again.
***The bomb time and strikes are taken from the time of the first press of the submit button and is
recalculated with every strike on the module.
Keep Talking and Nobody Explodes Mod
Human Resources
On the Subject of Human Resources
Just like management... ignore the problem about to blow up, and care more about
the small details like personnel.
The module will show 10 employees, half current employees
(green), and half applicants (red). It will also show 5
personality types in a combination of red and green.
First, an employee needs to be terminated, due to repeated complaints. The 3
personality types in red are descriptors used in those complaints. For each
descriptor, use the table to find out which MBTI personality type[1] matches that
descriptor.
Consider each of the four traits measured by the MBTI types. If the same trait is
shared by all three descriptors (e.g., they all have E for the first
classification), that trait is REQUIRED. If the trait differs between the 3, the
more common trait is PREFERRED.
Of all current employees, terminate the employee having the most REQUIRED
traits. If multiple employees have the most REQUIRED traits, of those employees
ONLY, terminate the employee with the most PREFERRED traits. If there is still a
tie, any such employee may be terminated. Terminate an employee by selecting
them, and hitting the Hire/Fire button.
After termination, a new applicant must be hired to keep counts up. The same
process used to terminate an employee will be followed to find the applicant
(red) to hire — using the 2 personality types in green, in addition to the
personality type of the employee terminated, instead of the red ones.
Person
MBTI Type
Descriptor
Person
MBTI Type
Descriptor
Rebecca
INTJ
Intellectual
Ashley
ENTJ
Director
Damian
INTP
Deviser
Tim
ENTP
Designer
Jean
INFJ
Confidant
Eliott
ENFJ
Educator
Mike
INFP
Helper
Ursula
ENFP
Advocate
River
ISTJ
Auditor
Silas
ESTJ
Manager
Samuel
ISTP
Innovator
Noah
ESTP
Showman
Yoshi
ISFJ
Defender
Quinn
ESFJ
Contributor
Caleb
ISFP
Chameleon
Dylan
ESFP
Entertainer
[1] https://en.wikipedia.org/wiki/Myers%E2%80%93Briggs_Type_Indicator
Keep Talking and Nobody Explodes Mod
Skyrim
On the Subject of Skyrim
RACE
>: ▐ DISPLAY
WEAPON
SEE APPENDIX SK75 FOR A LARGER MAP OF SKYRIM.
^
SELECT
^
MAIN
Use the power of the Dovahkin to disarm the module.
SUBMIT
The module consists of six screens, a select button, cycle buttons and a
submit button.
To disarm the module, set the correct image in each of the five
categories (race, weapon, enemy, home city and dragon shout) in accordance with the below
rules.
Each category will cycle three of a potential nine images. Select the category to cycle by
pushing the relevant screen. Cycle the options in each category using the up and down
arrows and push the select button to set the screen.
Once you have determined the five images, push the submit button. A strike will be incurred
if any of the five are incorrect.
ENEMY
HOME
CITY
DRAGON
SHOUT
Races, Weapons & Enemies
Races, weapons and enemies are calculated in the same way. Once you know the correct column
to use in the relevant table, select the highest option that is present on the module.
Races
If battery count < 3...
Otherwise, if battery count < 6...
Otherwise...
Nord
Imperial
Dunmer
Khajiit
Orc
Orc
Breton
Redguard
Nord
Argonian
Altmer
Altmer
Dunmer
Dunmer
Khajiit
Altmer
Argonian
Breton
Redguard
Breton
Redguard
Orc
Khajiit
Imperial
Imperial
Nord
Argonian
Weapons
If a Breton is present
but not selected...
Otherwise, if an Orc
is present but not
selected...
Otherwise, if a
Redguard is
selected...
Axe of Whiterun
Blade of Woe
Chillrend
Mace of Molag Bal
Dawnbreaker
Volendrung
Bow of the Hunt
Firiniel's End
Windshear
Mace of Molag Bal
Dawnbreaker
Volendrung
Blade of Woe
Axe of Whiterun
Volendrung
Windshear
Firiniel's End
Bow of the Hunt
Windshear
Axe of Whiterun
Bow of the Hunt
Chillrend
Firiniel's End
Blade of Woe
Volendrung
Dawnbreaker
Axe of Whiterun
Dawnbreaker
Chillrend
Firiniel's End
Mace of Molag Bal
Bow of the Hunt
Mace of Molag Bal
Windshear
Blade of Woe
Chillrend
Otherwise...
Keep Talking and Nobody Explodes Mod
Skyrim
Enemies
If any bow
is
selected...
Otherwise, if a
Daedric weapon is
selected...
Otherwise, if a nonDaedric sword is
selected...
Otherwise, if the Axe
of Whiterun is
selected...
Otherwise...
Dragon
Priest
Frost Troll
Draugr Overlord
Cave Bear
Blood
Dragon
Alduin
Mudcrab
Cave Bear
Frost Troll
Mudcrab
Mudcrab
Frostbite Spider
Blood Dragon
Frostbite Spider
Frostbite
Spider
Draugr
Overlord
Draugr Overlord
Mudcrab
Blood Dragon
Alduin
Draugr
Draugr
Draugr
Draugr
Frost Troll
Blood
Dragon
Dragon Priest
Dragon Priest
Draugr Overlord
Draugr
Overlord
Frostbite
Spider
Cave Bear
Alduin
Mudcrab
Dragon
Priest
Frost
Troll
Blood Dragon
Frostbite Spider
Alduin
Cave Bear
Cave Bear
Alduin
Frost Troll
Dragon Priest
Draugr
Home Cities
Each race will have one of two de-facto home cities, depending on the conditions in the
below table. However, it is possible they may be from a nearby city instead.
If the de-facto home city is not present on the module, use it as the start point and travel
the map clockwise until you reach a city that is present on the module.
Nords are from Windhelm.
UNLESS an Argonian is present, then...
Nords are from Whiterun.
Khajiits are from
Rorikstead.
UNLESS a Frost Troll is present, then...
Khajiits are from
Ivarstead.
Bretons are from
Riverwood.
UNLESS the Blade of Woe is selected,
then...
Bretons are from
Dawnstar.
Argonians are from
Dawnstar.
UNLESS a Draugr Overlord is selected,
then...
Argonians are from
Markarth.
Dunmer are from
Rorikstead.
UNLESS a Mudcrab is present, then...
Dunmer are from
Solitude.
Altmer are from
Solitude.
UNLESS Windshear is selected, then...
Altmer are from
Riverwood.
Redguards are from
Markarth.
UNLESS a Daedric weapon was not
present, then...
Redguards are from
Windhelm.
Orcs are from Ivarstead.
UNLESS a Cave Bear is selected, then...
Orcs are from
Winterhold.
Imperials are from
Winterhold.
UNLESS Volendrung is present, then...
Imperials are from
Rorikstead.
Keep Talking and Nobody Explodes Mod
Skyrim
Dragon Shouts
A dragon shout (or Thu'um) is selected in a similar way to the home city.
Use the below table to determine the starting shout.
If the first character
of the serial number
is a letter and the
enemy is...
Otherwise, if the first
character of the
serial number is an
odd digit and the
enemy is...
Otherwise, if the first
character of the
serial number is an
even digit and the
enemy is...
Draugr Overlord
Draugr
Alduin
Unrelenting Force
Frost Troll
Dragon Priest
Mudcrab
Disarm
Blood Dragon
Mudcrab
Cave Bear
Ice Form
Frostbite Spider
Frost Troll
Draugr Overlord
Whirlwind Sprint
Dragon Priest
Alduin
Blood Dragon
Dragonrend
Mudcrab
Draugr Overlord
Draugr
Dismay
Cave Bear
Blood Dragon
Frostbite Spider
Fire Breath
Draugr
Cave Bear
Dragon Priest
Kyne's Peace
Alduin
Frostbite Spider
Frost Troll
Slow Time
Starting Shout
Keep Talking and Nobody Explodes Mod
Skyrim
If the starting shout is not present on the module, follow the wheel clockwise until you
reach a shout that is present on the module.
The shouts are orientated the same way as the name.
Name
Common Tongue Translation
Name
Common Tongue Translation
Disarm
zun - haal - viik
Kyne's Peace
kaan - drem - ov
Dismay
faas - ru - maar
Slow Time
tiid - klo - ul
Dragonrend
joor - zah - frul
Unrelenting Force
fus - ro - dah
Fire Breath
yol - toor - shul
Whirlwind Sprint
wuld - nah - kest
Ice Form
liz - slen - nus
Instances of double letters in the common tongue do not translate into the dragon language.
Keep Talking and Nobody Explodes Mod
Skyrim
Skyrim: A Beginner's Guide
The below tables can be used as a reference guide to the things you may encounter in Skyrim.
Races
Altmer
Argonian
Breton
Dunmer
Khajiit
Nord
Orc
Redguard
Imperial
Weapons
Axe of Whiterun
Blade of Woe
Enchanted axe
Dark Brotherhood
dagger
Firiniel's End
Mace of Molag Bal
Elven bow
Daedric mace
Bow of the Hunt
Chillrend
Hunting bow
Glass sword
Volendrung
Windshear
Daedric
warhammer
Enchanted
sword
Dawnbreaker
Daedric
sword
Keep Talking and Nobody Explodes Mod
Skyrim
Enemies
Alduin
Blood Dragon
Cave Bear
Dragon Priest
Draugr Overlord
Frost Troll
Frostbite Spider
Mudcrab
Draugr
Home Cities
Dawnstar
Ivarstead
Markarth
Riverwood
Solitude
Whiterun
Windhelm
Winterhold
Rorikstead
Keep Talking and Nobody Explodes Mod
Appendix SK75
Skyrim
Keep Talking and Nobody Explodes Mod
Burglar Alarm
On the Subject of Burglar Alarms
Why would you want to rob a bomb?
This module will display buttons from 0-9, a disarm button, a
submit button and a module number. To disarm the module,
find the 8 digit long code in the table below, press the
disarm button (✗) and enter the code, then press the submit
button (✓). But there is a time limit. After the disarm button
is pressed you have 15 seconds to input the code, if the time runs out before the
correct code is submitted the module will give a strike. If the wrong code is
entered the module will give a strike.
Number 1
Batteries > ports
Even
number of
battery
holders
9
Number 2
Else
Else
Last digit
of module
number
even
1
3
PS/2 port present
Else
Letters >
Digits in
the serial
number
Else
Lit BOB
indicator
Else
4
0
6
5
2
Number 3
Even number of
solved modules
Third digit
of the
module
number is
even
8
Else
Number 4
The sum of the digits
on the module total
up to an odd number
Else
Else
RJ-45
port
present
4
9
Else
Else
Number of port
plates >
number of
indicators
Else
Number of
D
batteries
> number
of AA
batteries
3
7
3
7
Else
2
Keep Talking and Nobody Explodes Mod
Burglar Alarm
Number 5
Number 6
Number of solved
modules > number of
(Batteries*portplates)
Parallel port
present
Else
Even number of
ports
Else
Number of
ports >
number of
indicators
9
3
7
Else
Serial
port
present
Else
Lit FRQ
present
Else
8
1
5
0
4
Number 7
Number of
batteries > 4
Else
Number 8
Number of batteries =
Number of indicators
Else
No unlit
indicator
Else
No lit
indicator
Else
2
6
4
9
The serial
number
contain any
letters in
B,U,R,G,1,4,R
1
Else
Else
The serial
number
contain
any
letters in
A,L,5,3,M
Else
0
0
8
Next, add the first number of the module number to the first number you got from
the table above and the second module number to the second number you got, etc.
If any of the numbers you got are over 9, Use the least significant digit.
The code should now be an 8 digit number. This is the code to input.
Keep Talking and Nobody Explodes Mod
Press X
On the Subject of Press X
Due to the fact that gamepads and controllers exist, we unfortunately had to
settle with "Press 'X'".
SEE APPENDIX PX100 FOR A LIST OF PRIME NUMBERS UNDER 100.
This module consists of a four buttons, with the labels
"X", "Y", "A" and "B".
Using edge work, determine which button to press, then determine what time
to press it.
If a time rule states which button to press, it overrules the button rules.
Rules:
Which button to press:
Number of
solved
modules
modulo 4↓
If there are more
unlit indicators
than lit
indicators
If there are more
lit indicators
than unlit
indicators
If there is an equal
ammount of lit and
unlit indicators*
0
A
B
Y
1
X
Y
A
2
B
A
X
3
Y
X
B
*0 lit idicators and 0 unlit indicators are equal amounts of both.
Keep Talking and Nobody Explodes Mod
Press X
Time to press:
If there is a lit indicator with label "CAR", the button you need to press is
the "X" button and there are less than 2 batteries, press any button at any
point in time.
Otherwise, if there are 3+ batteries, press the button when the last digit in
the countdown timer equal to the first digit in the serial number.
Otherwise, if the button you need to press is the "A" button and there is
either a 2 or 5 in the serial number, press "A" when the seconds digits in the
countdown timer says 05 or 30.
Otherwise, if the button you need to press is not "Y" and there is a lit
indicator with the label "NSA", press the button when the seconds digit in
the countdown timer are equal to each other.
Otherwise, press the button when the seconds digits in the countdown timer
add to 9.
Keep Talking and Nobody Explodes Mod
European Travel
On the Subject of European Travel
All aboard!
Congratulations! You’ve purchased a ticket for your European
travels! Unfortunately, only the serial number of your ticket
has printed correctly.
Use the serial number of your ticket and the below tables to
accurately fill in the remaining ticket details.
The KTaNE railway uses an archaic system that only allows you to cycle in one
direction. Use the buttons by the bell to cycle the price digits.
All other options can be cycled by pressing the button or text next to the option
you want to cycle.
Once your ticket shows the correct information, press the bell to board your train.
The letter ‘O’ will never appear on the serial number.
The price shown is for 2nd class tickets. 1st class tickets cost double.
Countries
Country
The Netherlands
UK
Germany
France
Spain
Belgium
Colour
Orange
Green
Red
Aqua
Yellow
Rose
Class, Journey Type, Seat & Price
6th character
(Seat)
Letter
Number
A-G
1A
H-P
1B
Q-T
2A
U-Z
3rd character
(Class)
5th character
(Type)
4th character
(Price in €)
A, B, C
23.99
D, E, F
95.54
G, H, I
53.11
2B
J, K, L
10.83
0-2
3A
M, N, P
5.12
3-5
3B
Q, R, S
102.33
6-8
4A
T, U, V
76.00
9
4B
W, X, Y
14.22
Z, 0, 1
88.90
2, 3, 4
121.44
5, 6, 7
1.98
8, 9
33.08
1st class
2nd class
Single (SGL)
Return (RTN)
Keep Talking and Nobody Explodes Mod
European Travel
Departure Cities
1st
character
The
Netherlands
A, B, C
Zwolle
Swansea
D, E, F
Groningen
G, H, I
J, K, L
France
Spain
Belgium
Ulm Hbf.
ClermontFerrand
Santander
AntwerpenZuid
Coventry
Emden Hbf.
Bordeaux
St-Jean
Ferrol
Lokeren
Amsterdam
CS
Peterborough
Cottbus
Lille
Plasencia
Tielen
Utrecht CS
Cambridge
Erfurt Hbf.
Montargis
Córdoba
Hasselt
M, N, P
Den Haag CS
Stoke-onTrent
Kiel Hbf.
Grenoble
Almería
SintJorisWeert
Q, R, S
Zutphen
Watford
Junction
Potsdam
Hbf.
Cannes
Gandía
Waregem
T, U, V
Maastricht
Exeter
Ingolstadt
Hbf.
Redon
Albacete
Oostende
W, X, Y
Schiphol
A'port
Portsmouth
H'bour
Berlin Ost.
Biarritz
Aranjuez
Enghien
Z, 0, 1
Delft
Heathrow
A'port
Mainz Hbf.
Limoges
Cádiz
Lierde
2, 3, 4
Alkmaar
Luton
Frankfurt
F'hafen
RouenRiveDroite
Jaca
BrusselZuid
5, 6, 7
Lelystad
Zuid
Dover
Regensburg
Hbf.
Le Havre
Vitoria
Halle
Oberstdorf
DijonVille
Murcia
del
Carmen
Gent-SintPieters
8, 9
Kampen
UK
Brighton
Germany
Keep Talking and Nobody Explodes Mod
European Travel
Destination Cities
2nd
character
The
Netherlands
UK
Germany
France
Spain
Belgium
A, B, C
Gouda
Bristol
Temple
Meads
Leipzig
Hbf.
C. De
Gaulle
A'port
Girona
CharleroiSud
D, E, F
Leiden CS
Pembroke
Dock
Augsburg
Hbf.
St-Dizier
Soria
Aarschot
G, H, I
Leeuwarden
London St.
Pancras
Bonn Hbf.
BoulogneVille
OurenseEmpalme
Mechelen
J, K, L
Middelburg
Aylesbury
Leer
(Ostfriesl)
Paris Gare
du Nord
Zafra
Leuven
M, N, P
Rotterdam
CS
Chester
Bielefeld
Hbf.
Poitiers
Málaga
Spa
AngersSaintLaud
San
Sebastián
Idegem
Q, R, S
Deurne
Bangor
Chemnitz
Hbf.
T, U, V
Deventer
Stourbridge
Town
Karlsruhe
Hbf.
NancyVille
Reus
Tongeren
W, X, Y
Assen
Nottingham
Freiburg
Hbf.
Lisieux
Barcelona
Sants
VillersLa-Ville
Z, 0, 1
Eindhoven
Manchester
Victoria
Lübeck
Hbf.
Marseille
StCharles
Tarragona
De Panne
2, 3, 4
Nijmegen
Sheffield
Wittenberge
Toul
Guadalajara
Knokke
5, 6, 7
Zandvoort
aan Zee
Wolverhampton
Dessau
Hbf.
Perpignan
Madrid
Atocha
ZeebruggeStrand
8, 9
Kerkrade
Centrum
Hull
Jena
Paradies
Nîmes
LinaresBaeza
Kortrijk
Keep Talking and Nobody Explodes Mod
Error Codes
<DISPLAY>
On the Subject of Error Codes
0
5
A
D
All of a sudden "Blue Screen of Death" takes on a whole new meaning.
1
6
B
E
2 3 4
7 8 9
C
SEND
F
This module contains a screen displaying four 2-digit
hexadecimal error codes.
Only one of the four error codes is necessary to
determine the x code.
Use Table 1 to determine which error code to use, labeled 1st, 2nd, 3rd, 4th
going left to right.
Convert the error code from hexadecimal (hex) to decimal (dec) (See Table 3).
Subtract the decimal error code from 101 to get the decimal x code (for
example, if the decimal error code is 48, the decimal x code would be
101-48 = 53).
Use Table 2 to determine which format the x code must be entered in.
Enter the full x code in the proper format then press "Send" (See Table 3).
Note: the x code must include all appropriate leading zeros from the
table: hexadecimal = 2 digits, decimal = 3 digits, octal = 3 digits, and
binary = 7 digits.
Careful: There is no backspace!
Table 1:
Number of Batteries is
Even (0, 2, 4, 6...)
Number of Batteries is
Odd (1, 3, 5, 7...)
Serial Number DOES
Contain a Vowel:
1st
2nd
Serial Number DOES NOT
Contain a Vowel:
3rd
4th
Number of Batteries is
Even (0, 2, 4, 6...)
Number of Batteries is
Odd (1, 3, 5, 7...)
Decimal (Dec)
Octal (Oct)
Hexadecimal (Hex)
Binary
Table 2:
Serial Number DOES
Contain a Vowel:
Serial Number DOES NOT
Contain a Vowel:
Keep Talking and Nobody Explodes Mod
Error Codes
Table 3:
Dec
Oct
Hex
Binary
Dec
Oct
Hex
Binary
Dec
Oct
Hex
Binary
000
000
00
0000000
034
042
22
0100010
068
104
44
1000100
001
001
01
0000001
035
043
23
0100011
069
105
45
1000101
002
002
02
0000010
036
044
24
0100100
070
106
46
1000110
003
003
03
0000011
037
045
25
0100101
071
107
47
1000111
004
004
04
0000100
038
046
26
0100110
072
110
48
1001000
005
005
05
0000101
039
047
27
0100111
073
111
49
1001001
006
006
06
0000110
040
050
28
0101000
074
112
4A
1001010
007
007
07
0000111
041
051
29
0101001
075
113
4B
1001011
008
010
08
0001000
042
052
2A
0101010
076
114
4C
1001100
009
011
09
0001001
043
053
2B
0101011
077
115
4D
1001101
010
012
0A
0001010
044
054
2C
0101100
078
116
4E
1001110
011
013
0B
0001011
045
055
2D
0101101
079
117
4F
1001111
012
014
0C
0001100
046
056
2E
0101110
080
120
50
1010000
013
015
0D
0001101
047
057
2F
0101111
081
121
51
1010001
014
016
0E
0001110
048
060
30
0110000
082
122
52
1010010
015
017
0F
0001111
049
061
31
0110001
083
123
53
1010011
016
020
10
0010000
050
062
32
0110010
084
124
54
1010100
017
021
11
0010001
051
063
33
0110011
085
125
55
1010101
018
022
12
0010010
052
064
34
0110100
086
126
56
1010110
019
023
13
0010011
053
065
35
0110101
087
127
57
1010111
020
024
14
0010100
054
066
36
0110110
088
130
58
1011000
021
025
15
0010101
055
067
37
0110111
089
131
59
1011001
022
026
16
0010110
056
070
38
0111000
090
132
5A
1011010
023
027
17
0010111
057
071
39
0111001
091
133
5B
1011011
024
030
18
0011000
058
072
3A
0111010
092
134
5C
1011100
025
031
19
0011001
059
073
3B
0111011
093
135
5D
1011101
026
032
1A
0011010
060
074
3C
0111100
094
136
5E
1011110
027
033
1B
0011011
061
075
3D
0111101
095
137
5F
1011111
028
034
1C
0011100
062
076
3E
0111110
096
140
60
1100000
029
035
1D
0011101
063
077
3F
0111111
097
141
61
1100001
030
036
1E
0011110
064
100
40
1000000
098
142
62
1100010
031
037
1F
0011111
065
101
41
1000001
099
143
63
1100011
032
040
20
0100000
066
102
42
1000010
100
144
64
1100100
033
041
21
0100001
067
103
43
1000011
101
145
65
1100101
Keep Talking and Nobody Explodes Mod
Rapid Buttons
On the Subject of Rapid Buttons
This module really pushes my buttons. Then again, most are designed to.
When this needy module activates, three buttons will appear.
The defuser must find and push the correct button within 35
seconds. A mistake will record a strike and deactivate the
module.
To use the table, begin at the leftmost column and follow the instructions.
If exactly two of the
buttons contain a label,
press the first button
that meets any of the
following conditions:
Otherwise, if there is at
least one lit indicator
present, press the first
button that meets any of the
following conditions:
Otherwise, press
the first button
that meets any of
the following
conditions:
The button is green.
The button is aqua.
The button is
orange.
The button is red.
The button is yellow.
The button is
purple.
The button contains a
hollow circle.
The button contains a dot.
The button
contains a plus.
The button is brown and
nearest the bottom of the
module.
The button is pink and
nearest the top of the
module.
The button is
white and nearest
the left of the
module.
If none of the above
conditions apply, move onto
the next column.
If none of the
above conditions
apply, press the
rightmost button
on the module.
If none of the above
conditions apply, move
onto the next column.
Keep Talking and Nobody Explodes Mod
LEGOs
On the Subject of LEGOs
Make sure to not step on this module! Not only will the bomb explode, but your
foot will really hurt.
With this module you now have access to the lastest in
LEGO instruction manual technology! The display has
several pages, which can be accessed by using the left
and right arrow buttons:
PARTS: Use the colored buttons on the right of the display to look at
all of the required pieces for the build.
MANUAL PAGES: These pages display how two pieces are connected
together in the final structure. The flashing piece is the top-most
piece.
BUILD: This page allows you to "draw" with LEGOs. Use the color buttons
to choose the active color. Click on a brick the same color as the
active color to make it white again.
Your goal is to use the instruction manual to build a LEGO structure. Once
complete, go to the BUILD page of the display to enter what it ends up
looking like. Press the submit button when you are finished.
Be careful, however, since you must keep in mind the orientation of the
structure as you build it. Use Table 1 below to determine whether you
should enter a top-down or bottom-up view of the final structure, and
which cardinal direction of the structure should be at the top of the
result.
Table 1: Submission Attributes
Choose the first condition that applies:
Attribute
Face
Orientation
Conditions
Otherwise
At least 3
pieces are 3×2.
The yellow
piece is 3×1.
At least 7
instruction
pages are
present.
TOP
BOTTOM
TOP
The green and
magenta pieces
are the same
size.
The structure
is at least 4
bricks tall.
The blue piece
is above the
red piece.
WEST
NORTH
EAST
BOTTOM
SOUTH
Keep Talking and Nobody Explodes Mod
Rubik’s Clock
On the Subject of Rubik’s Clock
Time is a relative concept. But it can absolutely turn you crazy.
It’s possible to solve it like an actual Rubik’s Clock.
(https://www.google.com/search?q=solve+rubiks+clock)
Alternatively, repeat until all clocks on the front and back
side are set to 12 o’clock:
Select an instruction in the table below based on which clock is lit (big
square) and which pin is lit (small square).
Select two modifications from the second table:
If this is your first iteration: The first four characters of the serial
number determine respectively: action of the 1st modification, amount
of the 1st modification, action of the 2nd modification and amount of
the 2nd modification.
Otherwise: Go one row down for both actions and both amounts you used
in the previous iteration. If you go past the last row, wrap to the top.
If you have ‘Move’ modification(s), apply them to the instruction square. If
you go past an edge, wrap to the opposite side of the grid.
In the instruction square, the top two arrows indicate which pins to toggle
state (push or pull). The bottom arrow and number indicate which gear to
rotate for how many hours clockwise. An overline means counterclockwise
instead.
If you have other modification(s), apply them to alter the instructions.
‘Rotate’ modifications are applied first.
Apply the modified instructions to the Clock. Turn the Clock over to the
other side.
Keep Talking and Nobody Explodes Mod
Rubik’s Clock
Instructions
⇖⇘
⇙6
⇖⇗
⇘6
⇙⇘
⇖2
⇖⇗
⇙6
⇗⇙
⇗1
⇖⇗
⇖6
⇖⇘
⇙4
⇖⇘
⇘1
⇗⇙
⇗4
⇗⇙
⇗3
⇗⇘
⇘4
⇖⇙
⇖3
⇙⇘
⇖4
⇖⇙
⇘1
⇖⇙
⇙1
⇖⇙
⇘5
⇖⇗
⇗5
⇙⇘
⇘4
⇖⇙
⇗5
⇖⇗
⇖3
⇗⇘
⇖2
⇗⇘
⇙3
⇖⇘
⇙2
⇖⇙
⇘5
⇙⇘
⇗4
⇙⇘
⇘2
⇗⇙
⇗1
⇖⇘
⇖5
⇙⇘
⇙3
⇗⇙
⇘6
⇗⇙
⇙3
⇗⇘
⇙5
⇗⇘
⇗2
⇖⇘
⇖2
⇗⇘
⇗6
⇖⇗
⇖1
Modifications
Action
Amount (x)
ABC
Move x big squares to the right
Number of AA batteries + 1
DEF
Move x small squares down
Number of lit indicators + 1
GHI
Change other pins if x is even
Number of batteries + 1
JKL
Move x big squares up
Number of unlit indicators + 1
MNO
Move x small squares to the right
Number of D batteries + 1
PQR
Rotate other way if x is odd
Number of indicators + 1
STU
Move x big squares to the left
Number of AA batteries + 1
VWX
Move x small squares up
Number of lit indicators + 1
YZ0
Add x hours clockwise
Number of batteries + 1
123
Move x big squares down
Number of unlit indicators + 1
456
Move x small squares to the left
Number of D batteries + 1
789
Add x hours counterclockwise
Number of indicators + 1
Keep Talking and Nobody Explodes Mod
The Stopwatch
On the Subject of The Stopwatch
Patience is key!
The module consists of a stopwatch with a start/stop
button on it (located at the top left), and a display
which shows the time it was started/stopped. The timer
display will go green when the stopwatch is activated.
To defuse the module, you must calculate and run the
stopwatch for the required amount of time. Stopping after an incorrect
amount of time will cause a strike and reset the stopwatch to 0.
Warning: if the time remaining on the bomb runs to less than the amount of
time the stopwatch must run for, the module will become unsolvable.
If the start time of the bomb is between 1:01 and 5:00 minutes, the required
stopwatch runtime in seconds should be divided by 10 and rounded down if
it is initially greater than 30 seconds.
If the start time of the bomb is 1:00 minute or less, the required stopwatch
runtime in seconds should be divided by 20 and rounded down if it is
initially greater than 30 seconds.
The timer display should be used as a guide only. The stopwatch will always
count true seconds and must be run for the required amount of true seconds.
If the serial number has 2 digits:
Create the two possible two digit numbers from the serial number.
Multiply the digits and subtract it from each of the two numbers.
Order the numbers from smallest to largest.
Take the first number modulo 3. Take the second number modulo 4.
Compare the results with Table 1 to find the correct runtime.
If the serial number has 3 digits:
Digits 1, 2 & 3 will be referred to as X, Y & Z respectively.
If XY > ZY-X, increase X, Y & Z by the number of batteries on the bomb.
If exactly two digits are even, ignore the odd value.
Otherwise, if exactly two digits are odd, ignore the lowest value.
Otherwise, if all three are even, ignore value X.
Otherwise, increase value Y by two and ignore the lowest value.
Compare the remaining numbers with Table 2 to find the correct runtime.
If the serial number has 4 digits:
If the second or fourth digit is 0, increase it by 1.
Divide the first digit by the second. Divide the third digit by the fourth.
If an integer value is not yielded, add the digits instead.
Take both numbers modulo 4.
Compare the results with Table 1 to find the correct runtime.
Keep Talking and Nobody Explodes Mod
Table 1
First Number
Second
Number
0
1
2
3
0
4:20
1:06
2:44
2:32
1
1:13
3:14
1:39
3:22
2
1:56
2:38
4:00
3:15
3
4:29
3:24
2:01
0:01
Table 2
First Number
Second
Number
Odd
Even
Odd
1:27
4:12
Even
2:35
3:40
The Stopwatch
Keep Talking and Nobody Explodes Mod
Pie
On the Subject of Pie
What is the point of naming this module 'pie' if there is no pie?! The pie is a lie!
See Appendix π for pi identification reference.
A Pie module shows five consecutive significant digits
within the first 500 digits of pi (π). The digits are ordered
from left to right.
Search for the position of the first digit, from which the five digits begin. Add
this position to the number displayed on the module. Take this sum modulo 100.
This result will be referred to as the number X.
Add up all the five digits, then take the least significant digit. This digit will
be referred to as the number Y.
Follow all the rules below from top to bottom, pressing each digit only once:
1. If X is a prime number, press the first digit.
2. If X and Y are either both even or both odd, press the second digit.
3. If X is a multiple of three, press the third digit.
4. If Y is not zero, and X is a multiple of Y, press the fourth digit.
5. Press all the digits that are not pressed yet from right to left, starting
from the fifth digit.
Keep Talking and Nobody Explodes Mod
Appendix π: Pi Identification Reference
Here are the first 500 significant digits of pi.
31415926535897932384
62643383279502884197
16939937510582097494
45923078164062862089
98628034825342117067
98214808651328230664
70938446095505822317
25359408128481117450
28410270193852110555
96446229489549303819
64428810975665933446
12847564823378678316
52712019091456485669
23460348610454326648
21339360726024914127
37245870066063155881
74881520920962829254
09171536436789259036
00113305305488204665
21384146951941511609
43305727036575959195
30921861173819326117
93105118548074462379
96274956735188575272
48912279381830119491
Pie
Keep Talking and Nobody Explodes Mod
On the Subject of The London
Underground
The London Underground
<DEPT>
Mind the gap!
The module consists of a departure station, a
<DEST>
destination station and three line change boxes.
To defuse the module, you must submit a valid journey
from your departure station to your destination station and press the
'Underground' button. This process must be repeated three times.
You may travel via anywhere you choose using up to a maximum of three
lines. There is no penalty for longer journies.
If you only require one line for your journey, use the top box only. If you
only require two lines for your journey, use the top two boxes only.
To change lines, press the '|' button on the relevant box. To change the
station, press the '●' button on the relevant box.
Your locations will always be within zones 1-3.
Due to ongoing maintenance, the DLR, EAL, London Overground, TfL Rail and
London Tram lines are not in service.
Entering an invalid journey will cause a strike and the module to reset.
A large print version of the London Underground map can be found here
(http://content.tfl.gov.uk/large-print-tube-map.pdf).
Keep Talking and Nobody Explodes Mod
Map of the London Underground
The London Underground
Keep Talking and Nobody Explodes Mod
On the Subject of The Wire
The Wire
INITIATE
Only one wire? You should probably cut it. Wait, what do those dials do?
The module consists of three retractable dials (ordered
1-3 in reading order), a retractable wire, a number
display and an initiate button.
To defuse the module, you must set the dials to the
correct channel and cut the wire at a specified time.
Push the initiate button to expose the dials/wire and start the countdown.
Once the countdown expires, the dials and wires will retract. The colours
will reset upon re-initialisation. For safety reasons, the wire cannot be
cut whilst in motion.
Use the flow chart to determine the correct channels of the three dials.
Once a dial has been set, disregard any further instructions for that dial.
Use the Venn diagram to determine when the wire must be cut.
Cutting the wire at the wrong time or with the dials incorrectly set will
result in a strike.
Flow Chart
Keep Talking and Nobody Explodes Mod
The Wire
Venn Diagram
Cut the wire when the last 'second digit' of the bomb timer is:
I
Last digit of (g + a)
IX
acf % 8
II
(j + e + f) % 10
X
First digit of (3h + g)
III
((i + d + h) % 7) + 2
XI
(i + d - e) % 10
IV
(b + c) % 6
XII
4j % 5
V
(ja + c) % 9
XIII
((d % 7) + (i % 4)) % 10
VI
First digit of (fi + h)
XIV
Last digit of cg
VII
(gb + b) % (e + 4)
XV
(j(f + h)) % 9
VIII
Last digit of d
XVI
(b(e + a)) % 8
You may encounter the following variables:
a
Displayed number
f
Total unlit indicators
b
Number of times initiate button
pressed
g
Serial + parallel + RJ-45 + DVI
ports
c
Total indicators * 2
h
Total modules on the bomb
d
Total port plates * 4
i
Displayed number * 6
e
Displayed number % 3
j
Total lit indicators
A percentage sign refers to the 'modulo' operation.
Keep Talking and Nobody Explodes Mod
Logic Gates
On the Subject of Logic Gates
< >
There are only 10 types of bomb experts: those who understand logic gates, and
those who don’t.
The module contains a circuit of 7 logic gates, lettered A
through G. Logic gates are explained on the second page. The
circuit has 8 inputs and 1 output. Determine all gate types
and find an input configuration that will set the final
output to on.
AND
+1
→
OR
+2
→
↑
XNOR
+6
CHECK
A
B
C
D
E
G
F
XOR
+3
↓
←
NOR
+5
←
NAND
+4
The first row of 8 LEDs tell you the input states. The second row of 4 LEDs
tell you the output states of gates A through D. Use the arrow buttons to
cycle through different input configurations, and determine the gate types
of the first four gates.
One gate type will occur twice on the circuit, all others once. In the
following rules, if the found gate type already occurs, and you already
found the duplicate, continue taking single steps until you find an
available gate type.
To find the gate type of gate E:
Start at the gate type of gate A in the diagram above.
Take the +n number of the gate type of gate B. Take that many steps
following the arrows.
To find the gate type of gate F:
Start at the gate type of gate E in the diagram above.
Take the +n number of the gate type of gate C. Take that many steps.
To find the gate type of gate G:
Start at the gate type of gate F in the diagram above.
Take the +n number of the gate type of gate D. Take that many steps.
Once you've established all gate types, cycle to an input configuration that
will set the final output to on. Press ‘CHECK’. If the output is off, you’ve
earned a strike.
Keep Talking and Nobody Explodes Mod
Logic Gates
A logic gate is an elementary building block of a digital circuit. Most logic
gates have two inputs and one output. At any given moment, every input and every
output is either off (0, false) or on (1, true).
There are seven basic logic gates: NOT, AND, OR, XOR, NAND, NOR and XNOR. The NOT
gate has one input and one output. The others have two inputs and one output.
Inputs are normally drawn on the left, outputs on the right.
NOT
Has only one input. True becomes false, false becomes true. This gate
will not be used on the module directly.
AND
When both inputs are true, the output is true. Otherwise, the output is
false.
OR
When either or both inputs are true, the output is true. When both
inputs are false, the output is false.
XOR
(Exclusive-OR) If either, but not both, inputs are true, the output is
true. If neither or both inputs are true, the output is false.
NAND
It operates as an AND gate followed by a NOT gate. When both inputs are
true, the output is false. Otherwise, the output is true.
NOR
It operates as an OR gate followed by a NOT gate. When either or both
inputs are true, the output is false. When both inputs are false, the
output is true.
XNOR
(Exclusive-NOR) It operates as an XOR gate followed by a NOT gate. If
either, but not both, inputs are true, the output is false. If neither or
both inputs are true, the output is true.
INPUT
OUTPUT
AND
OR
XOR
NAND
NOR
XNOR
0
0
0
0
0
1
1
1
0
1
0
1
1
1
0
0
1
0
0
1
1
1
0
0
1
1
1
1
0
0
0
1
Keep Talking and Nobody Explodes Mod
Forget Everything
On the Subject of Forget Everything
I'm not sure what this is, and at this point I'm too afraid to ask.
37
The dials, nixie tubes, and lights will update on each
5
8
solved module*. The current stage is shown on the
display, and stages are not in order.
6486426165
When solving, put the stages in order based on the
display, starting at 01.
For the first stage, take the dial values. This is your starting solution,
and this stage is considered a valid stage.
For every stage there-after, determine if the stage is valid. If it is, refer
to the next page for modifying your solution.
After all stages have been shown, the stage display will turn blank, and the
nixie tubes and lights will shut off. This indicates the module is ready to
be solved.
Enter your solution using the dials, and turn the key to solve the module.
Do not attempt to interact with the module before it is ready to be solved,
and always wait for dials to stop before turning the key.
If your answer is incorrect, you will gain one free position check,
indicated by the LED next to the stage display.
Position checks can be entered using 0s with a single 1 to view all relevant
stages (i.e. 0001000000 shows 4th, 14th, 24th...).
Position checks can be done without a free check, but will count as an
incorrect answer (which gives a free check).
Follow these steps to determine if a stage is valid:
If the previous two stages were both valid, this stage is not valid.
If the previous two stages were both not valid, this stage is valid.
If neither of the above apply, or if there are not two previous stages, this
stage is valid if both numbers shown in the nixie tubes are on the dials.
Follow these steps to determine the stage colour:
If three colours are shown, the stage colour is the one that is not shown.
Otherwise, the stage colour is the colour that appears multiple times.
Refer to the next page for modifying your solution using valid stages.
* Some modules are ignored by Forget Everything modules.
Keep Talking and Nobody Explodes Mod
Forget Everything
For every valid stage (except the first stage):
Take the least significant digit of the stage number (treat 0 as 10), this is
the dial position (left to right).
Look at the table below to determine what operation to use.
Perform the operation below using the current solution number as the
"previous" number and the stage dial number as the "current" number.
Replace the solution number at the dial position with the answer from the
operation.
Keep solution digits in the 0-9 range after each operation, by adding or
subtracting 10.
Colour
Operation
Red
Answer =
Previous +
Current
Yellow
Answer =
Previous Current
Green
Answer =
Previous +
Current + 5
Blue
Answer =
Current Previous
Keep Talking and Nobody Explodes Mod
Color Decoding
On the Subject of Color Decoding
The colors, Simon; what do they mean!?
This module is comprised of three stages, where each stage
contains a 4×4 indicator grid above a 6×6 display grid. Each
grid is comprised of ve colors: Red, Green, Blue, Yellow,
A
and Purple. In each stage you must select a number of rows
and/or columns from the 6×6 grid. You can select a row or
column by pressing the arrow button at the end of that row or column. The
selections you must make can be determined as follows:
SUBMIT
From the pattern of the indicator and the state of the bomb, determine the
row in the next table to use for the stage.
For the Venn line patterns section, consider the colors present in the
indicator. For every color that is present in both the indicator and the
table row for the stage, obtain the line pattern above that color in the
column. Use that pattern or patterns in the Venn diagram on the following
page to determine the correct constraint set number.
Go to that constraint set. For each constraint in that set from top to
bottom, select the row or column which satis es that constraint from the
6×6 grid. Skip the constraint labels described in the skip section, based on
the current stage.
When you have completed all three stages, the module will be disarmed.
Indicator
Pattern
Checkered
Vertical
Horizontal
Solid
Venn Line
Patterns
Bomb/Module
State
Skip Section
Stage 1
Stage 2
Stage 3
≤2 Batteries
R
G
B
Y
A, C
B
B, E
>2 Batteries
P
B
Y
R
B, D
D
C, E
≤2 Ports
G
R
P
Y
C
A, D
A, B
>2 Ports
B
Y
G
P
A, E
B, D
A, D
≤2 Lit Indicators
Y
P
R
B
D
A, C
B, E
>2 Lit Indicators
G
B
P
R
C, E
A
C, D
Stage 1 or 3
P
G
B
R
A, E
B, D
C
Otherwise
Y
R
G
P
E
A, D
B, C
Keep Talking and Nobody Explodes Mod
Color Decoding
3
2
5
4
6
8
1
8
5
2
7
7
4
1
6
3
Note: Sequence constraints are reversible; e.g. BRR and RRB are equivalent on
the display.
Constraint Sets 1-4
Label
Set 1
Set 2
Set 3
Set 4
A
BGB in sequence.
PYP in sequence.
BPY in sequence.
GGB in sequence.
B
BBY in sequence.
G is not present.
PPB in sequence.
YRG in sequence.
C
R is not present.
YYR in sequence.
PRP in sequence.
P is not present.
D
YPG in sequence.
RPY in sequence
G is not present.
BYB in sequence.
E
YGB in sequence.
BPR in sequence.
RBR in sequence.
RGB in sequence.
Constraint Sets 5-8
Label
Set 5
Set 6
Set 7
Set 8
A
GGY in sequence.
PGG in sequence.
BBG in sequence.
PGB in sequence.
B
RGG in sequence.
YRR in sequence.
BYG in sequence.
Y is not present.
C
YRP in sequence.
B is not present.
PYY in sequence.
PPG in sequence.
D
PRR in sequence.
YYG in sequence.
R is not present.
BRG in sequence.
E
B is not present.
YGR in sequence.
YBG in sequence.
RGR in sequence.
Keep Talking and Nobody Explodes Mod
The Sun
On the Subject of The Sun
Is it hot in here or is it just me? No, seriously, is the air conditioning on at all?!
The module consists of eight yellow triangles, eight
orange arrows, a centre button and a lit LED. Buttons on
the same compass point are considered to be a set.
To defuse the module, you must press a sequence of
buttons in the correct order. Pressing an incorrect
button will cause a strike and reset the sequence.
Using the location of the LED and the variable table below, determine which
button in each set is correct. A '+' sign indicates a clockwise movement.
LED
LED +1
Indicators
Consonants
in serial
LED +2
LED +3
LED
+4
LED +5
LED +6
LED +7
Batteries
Digits
in
serial
Ports
Modules
Battery
holders
Port
plates
For each variable (x) modulo 7, the correct button is:
x < 2 = outer button.
2 ≤ x < 5 = inner button.
x ≥ 5 = centre button.
To determine the order, start with the northern most set and move clockwise
for the total number of modules on the bomb. This is your starting set.
Convert your serial number letters into equivalent digits modulo 10.
Each movement to a new set is represented by a digit of the serial number.
Use each digit in order. For each serial digit (d):
d < 5 = counterclockwise movement.
d > 4 = clockwise movement.
For each movement, move only once in the given direction.
Do not answer the same set twice. If you are moved onto a solved set,
continue moving in the given direction until you reach an unsolved set.
After progressing through the digits of the serial number, you will have
one set remaining. This is your final set.
The module will be solved once you have correctly pressed your eight
button sequence or when you have pressed the centre button.
Keep Talking and Nobody Explodes Mod
Playfair Cipher
<Display>
On the Subject of Playfair Cipher
Encrypting secrets since 1854, exploding bombs since 2018.
Your purpose is to decrypt an encrypted message. Find the
key, decrypt the message and press the correct button
sequence. Easy, right?
A
B
C
D
Obtaining the Key
Find the two key parts using the following two tables. In each table, stop at the
rst rule that applies.
Part 1
It's Monday*
PLAY
It's Tuesday
HIDDEN
It's Wednesday*
SECRET
It's Thursday
CIPHER
It's Friday*
FAIL
It's Saturday
PARTYHARD
It's Sunday
BECOZY
* If a Lit BOB indicator is present on the bomb, use the following day. BOB
hates odd-numbered days (except Sunday).
Part 2
Screen Text Color
Magenta
Blue
Orange
Yellow
Bomb has Serial and Parallel Port
SAFE
EFAS
MESSAGE
GROOVE
Sum of Serial Number digits > 10
CODE
EDOC
QUIET
ETIUQ
D Batteries > AA Batteries
GROOVE
EVOORG
TEIUQ
QUITE
Otherwise
MESSAGE
EGASSEM
SAFE
EDOC
Keep Talking and Nobody Explodes Mod
Playfair Cipher
Modifying the key
If the serial number doesn't contain a vowel, swap the parts.
If you have one or more strikes, add a third part:
For one strike, add "ONE".
For two strikes, add "TWO".
For more strikes, add "MANY"
If the sum of digits in serial number is a prime number, reverse the
complete key.
(Prime numbers: 2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47)
Decrypting the message
Create a a 5x5 matrix out of the characters of the
P L A Y F
alphabet, starting with your keyword.
I R B C D
Each letter should only occur once in the matrix,
E G H K M
so only add the rst occurrence.
'J' and 'I' are interchangeable.
N O Q S T
Split the message in character pairs. For each pair:
U V W X Z
If the letters appear on the same row of your
Example with
matrix, replace them with the letters to their
key "PLAYFAIR"
immediate left respectively, wrapping around to
the right side of the row if necessary. In the
example, NQ would become TO.
If the letters appear on the same column of your matrix, replace them
with the letters immediately above, wrapping around to the bottom if
necessary. In the example, OV would become GO.
If the letters are on different rows and columns, replace them with the
letters on the same row respectively but at the other pair of corners of
the rectangle de ned by the original pair. In the example, SG would
become OK.
Drop any Xs that don't make sense and locate any Is that should be Js.
Screen Text Color
Decrypted Message
Magenta
Blue
Orange
Yellow
STRIKE
ABCD
CDAB
BADC
DABC
STRIK
BCDA
DACB
ADCB
ABCD
STRYKE
CDAB
ACBD
DCBA
BCDA
STRYK
DABC
CBDA
CBAD
CDAB
ZTRIKE
ABDC
BDAC
BACD
DACB
ZTRIK
BDCA
DBCA
ACDB
ACBD
ZTRYKE
CABD
BCAD
CDBA
CBDA
ZTRYK
DCAB
CADB
DBAC
BDAC
Keep Talking and Nobody Explodes Mod
Playfair Cipher
On the Subject of Playfair Cipher
<Display>
Encrypting secrets since 1854, exploding bombs since 2018.
Your purpose is to decrypt an encrypted message. Find the
key, decrypt the message and press the correct button
sequence. Easy, right?
A
B
C
D
Obtaining the Key
Find the two key parts using the following two tables. In each table, stop at the
first rule that applies.
Part 1
It’s Monday*
PLAY
It’s Tuesday
HIDDEN
It’s Wednesday*
SECRET
It’s Thursday
CIPHER
It’s Friday*
FAIL
It’s Saturday
PARTYHARD
It’s Sunday
BECOZY
* If a lit BOB indicator is present on the bomb, use the following day. BOB
hates odd-numbered days (except Sunday).
Part 2
Screen Text Color
Magenta
Blue
Orange
Yellow
Bomb has serial and parallel port
SAFE
EFAS
MESSAGE
GROOVE
Sum of serial number digits > 10
CODE
EDOC
QUIET
ETIUQ
D batteries > AA batteries
GROOVE
EVOORG
TEIUQ
QUITE
Otherwise
MESSAGE
EGASSEM
SAFE
EDOC
Keep Talking and Nobody Explodes Mod
Playfair Cipher
Modifying the key
If the serial number doesn’t contain a vowel, swap the parts.
If you have one or more strikes, add a third part:
For one strike, add "ONE".
For two strikes, add "TWO".
For more strikes, add "MANY".
If the sum of digits in serial number is a prime number, reverse the
complete key. (Prime numbers: 2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47)
Decrypting the message
Create a a 5×5 matrix of letters. Start with your keyword and fill the rest
with the unused letters of the alphabet. Each letter must occur only once in
the matrix, so only add the first occurrence. ‘J’ and ‘I’ are interchangeable.
Split the message into character pairs. For each pair:
If the letters appear on the same row of your matrix, replace them with
the letters to their immediate left respectively, wrapping around to
the right side of the row if necessary.
If the letters are on the same column of your matrix, replace them with
the letters immediately above, wrapping to the bottom if necessary.
If the letters are on different rows and columns, replace each of them
with the letter on the same row but in the column of the other letter in
the original pair.
Drop any Xs that don’t make sense and locate any Is that should be Js.
Screen Text Color
Decrypted Message
Magenta
Blue
Orange
Yellow
STRIKE
ABCD
CDAB
BADC
DABC
STRIK
BCDA
DACB
ADCB
ABCD
STRYKE
CDAB
ACBD
DCBA
BCDA
STRYK
DABC
CBDA
CBAD
CDAB
ZTRIKE
ABDC
BDAC
BACD
DACB
ZTRIK
BDCA
DBCA
ACDB
ACBD
ZTRYKE
CABD
BCAD
CDBA
CBDA
ZTRYK
DCAB
CADB
DBAC
BDAC
Keep Talking and Nobody Explodes Mod
Tangrams
On the Subject of Tangrams
"A brand new concept for integrated circuit mass production, the ITC: Integrated
Tangram CircuitPatent Pending."
Modules of this type will have a square integrated circuit
chip, with exposed contact points around the edges.
Internally, the integrated circuits are built up using
modular pieces as detailed in the enclosed "TAN-M Poly Modular Chipset"
blueprint upon a template as detailed in the enclosed "TAN-S" & "TAN-D"
blueprint pages.
Defusing the module
To defuse the module, successfully overload the integrated circuit 3 times to
pop and burn it out. To do this, identify pairs of contact points which will
allow electrical current to ow uninterrupted from positive contact points to
negative contact points.
Always select a positive contact point rst, then a negative contact point, and
then wait for the module to overload that electrical circuit; you will hear a
small pop when a circuit has been successfully overloaded with current.
You must use different positive contact points for each pair of valid contact
points (negative contact points can be reused though); selecting a pair with a
previously used valid positive contact point will cause a strike. Selecting a
pair of contact points that do not allow current to ow uninterrupted from
positive to negative will cause a strike. Selecting any contact point while the
module is busy overloading the circuit will cause a strike.
In order to determine which pairs of contact points are valid, you will need to
reconstruct the internal circuit diagram for the installed integrated chip.
Constructing the circuit
The installed integrated chip will have a short string code (indicating either a
"TAN-S" or "TAN-D" template structure), and then a sequence of digits — the
number of digits in the chip code indicates the number of pieces required to
ll a completed circuit template.
There will only be one template in the blueprints that will accept exactly the
determined number of pieces with the asssociated template structure type - no
cell in the template will ever be left unoccupied.
Keep Talking and Nobody Explodes Mod
Tangrams
For each numbered cell, use its corresponding digit in the chip code to obtain
the piece number that should be used to ll in that cell. For example, for a code
of TAN-D 376581, that refers to template TAN-D-6471 (TAN-D, 6 pieces); cell #1
would use MT-03 (shape is medium triangle, 1st digit of code is 3), cell #2 would
use ST-07 (shape is small triangle, 2nd digit of code is 7), etc.
For any piece where multiple orientations might be possible, match the white
dot on the piece to the template to orient the piece correctly; pieces will never
need to be ipped to t into the templates.
Once you have constructed the circuit, you then need to read the constructed
circuit diagram to nd suitable pairs of contact points.
Reading the circuit diagram
Each individual piece contains contact points, which will connect up to
adjacent pieces to allow the circuit to ow correctly from piece to piece. Some
contact points are not connected to any circuitry, and as such should be treated
as a 'dead-end' for electrical current.
Intersecting lines are only connected if there is a connector dot at the
intersection point; if there is not a connector dot, then the lines 'jump' over
each other instead.
Electrical current is directional, and will only ow from positive to negative.
Diodes in the circuits will only allow current to ow in one direction (the
direction the diode is pointing to, towards the perpendicular line); current
will not be able to ow in the opposite direction through the diode.
Keep Talking and Nobody Explodes Mod
Tangrams
On the Subject of Tangrams
"A brand new concept for integrated circuit mass production, the ITC: Integrated
Tangram CircuitPatent Pending."
Modules of this type will have a square integrated circuit
chip, with exposed contact points around the edges.
Internally, the integrated circuits are built up using
modular pieces as detailed in the enclosed "TAN-M Poly Modular Chipset"
blueprint upon a template as detailed in the enclosed "TAN-S" & "TAN-D"
blueprint pages.
Defusing the module
To defuse the module, successfully overload the integrated circuit 3 times to
pop and burn it out. To do this, identify pairs of contact points which will
allow electrical current to ow uninterrupted from positive contact points to
negative contact points.
Always select a positive contact point rst, then a negative contact point, and
then wait for the module to overload that electrical circuit; you will hear a
small pop when a circuit has been successfully overloaded with current.
You must use different positive contact points for each pair of valid contact
points (negative contact points can be reused though); selecting a pair with a
previously used valid positive contact point will cause a strike. Selecting a
pair of contact points that do not allow current to ow uninterrupted from
positive to negative will cause a strike. Selecting any contact point while the
module is busy overloading the circuit will cause a strike.
In order to determine which pairs of contact points are valid, you will need to
reconstruct the internal circuit diagram for the installed integrated chip.
Constructing the circuit
The installed integrated chip will have a short string code (indicating either a
"TAN-S" or "TAN-D" template structure), and then a sequence of digits — the
number of digits in the chip code indicates the number of pieces required to
ll a completed circuit template.
There will only be one template in the blueprints that will accept exactly the
determined number of pieces with the asssociated template structure type - no
cell in the template will ever be left unoccupied.
Keep Talking and Nobody Explodes Mod
Tangrams
For each numbered cell, use its corresponding digit in the chip code to obtain
the piece number that should be used to ll in that cell. For example, for a code
of TAN-D 376581, that refers to template TAN-D-6471 (TAN-D, 6 pieces); cell #1
would use MT-03 (shape is medium triangle, 1st digit of code is 3), cell #2 would
use ST-07 (shape is small triangle, 2nd digit of code is 7), etc.
For any piece where multiple orientations might be possible, match the white
dot on the piece to the template to orient the piece correctly; pieces will never
need to be ipped to t into the templates.
Once you have constructed the circuit, you then need to read the constructed
circuit diagram to nd suitable pairs of contact points.
Reading the circuit diagram
Each individual piece contains contact points, which will connect up to
adjacent pieces to allow the circuit to ow correctly from piece to piece. Some
contact points are not connected to any circuitry, and as such should be treated
as a 'dead-end' for electrical current.
Intersecting lines are only connected if there is a connector dot at the
intersection point; if there is not a connector dot, then the lines 'jump' over
each other instead.
Electrical current is directional, and will only ow from positive to negative.
Diodes in the circuits will only allow current to ow in one direction (the
direction the diode is pointing to, towards the perpendicular line); current
will not be able to ow in the opposite direction through the diode.
Keep Talking and Nobody Explodes Mod
Tangrams
On the Subject of Tangrams
"A brand new concept for integrated circuit mass production, the ITC: Integrated
Tangram CircuitPatent Pending."
Modules of this type will have a square integrated circuit
chip, with exposed contact points around the edges.
Internally, the integrated circuits are built up using
modular pieces as detailed in the enclosed "TAN-M Poly Modular Chipset"
blueprint upon a template as detailed in the enclosed "TAN-S" & "TAN-D"
blueprint pages.
Defusing the module
To defuse the module, successfully overload the integrated circuit 3 times to
pop and burn it out. To do this, identify pairs of contact points which will
allow electrical current to ow uninterrupted from positive contact points to
negative contact points.
Always select a positive contact point rst, then a negative contact point, and
then wait for the module to overload that electrical circuit; you will hear a
small pop when a circuit has been successfully overloaded with current.
You must use different positive contact points for each pair of valid contact
points (negative contact points can be reused though); selecting a pair with a
previously used valid positive contact point will cause a strike. Selecting a
pair of contact points that do not allow current to ow uninterrupted from
positive to negative will cause a strike. Selecting any contact point while the
module is busy overloading the circuit will cause a strike.
In order to determine which pairs of contact points are valid, you will need to
reconstruct the internal circuit diagram for the installed integrated chip.
Constructing the circuit
The installed integrated chip will have a short string code (indicating either a
"TAN-S" or "TAN-D" template structure), and then a sequence of digits — the
number of digits in the chip code indicates the number of pieces required to
ll a completed circuit template.
There will only be one template in the blueprints that will accept exactly the
determined number of pieces with the asssociated template structure type - no
cell in the template will ever be left unoccupied.
Keep Talking and Nobody Explodes Mod
Tangrams
For each numbered cell, use its corresponding digit in the chip code to obtain
the piece number that should be used to ll in that cell. For example, for a code
of TAN-D 376581, that refers to template TAN-D-6471 (TAN-D, 6 pieces); cell #1
would use MT-03 (shape is medium triangle, 1st digit of code is 3), cell #2 would
use ST-07 (shape is small triangle, 2nd digit of code is 7), etc.
For any piece where multiple orientations might be possible, match the white
dot on the piece to the template to orient the piece correctly; pieces will never
need to be ipped to t into the templates.
Once you have constructed the circuit, you then need to read the constructed
circuit diagram to nd suitable pairs of contact points.
Reading the circuit diagram
Each individual piece contains contact points, which will connect up to
adjacent pieces to allow the circuit to ow correctly from piece to piece. Some
contact points are not connected to any circuitry, and as such should be treated
as a 'dead-end' for electrical current.
Intersecting lines are only connected if there is a connector dot at the
intersection point; if there is not a connector dot, then the lines 'jump' over
each other instead.
Electrical current is directional, and will only ow from positive to negative.
Diodes in the circuits will only allow current to ow in one direction (the
direction the diode is pointing to, towards the perpendicular line); current
will not be able to ow in the opposite direction through the diode.
Keep Talking and Nobody Explodes Mod
Cooking
On the Subject of Cooking
The cake is a lie...
To solve this module, input the correct settings into the
oven.
The settings to input depend on the person you’re cooking for
and the meal you are making.
The temperature should be submitted on the left screen, and the time on the right
screen.
1. Determining meal and settings
To determine the meal you are creating, calculate: number of battery
holders - number of indicators + (number of batteries x number of ports) port plates. Keep adding or subtracting 5 until in the range 1-5.
To determine the oven setting you are using, calculate: number of lit
indicators - number of unlit indicators + number of letters in the serial
number. Keep adding or subtracting 6 until in the range 1-6.
If there is a vowel* in the serial number or there is a PS/2 port, the light
must be turned on.
Use the number you have calculated for the meal in the table below.
1
Pizza 250°C.
2
Spaghetti Bolognese 160°C
3
Chicken Casserole 200°C
4
Chilli Con Carne 180°C
5
Chicken Pie 180°C
Use the number you have calculated for the oven setting in the table below.
1
Bottom Element Heat
2
Bottom Element Heat with Grill
3
Conventional Heating
4
Fan Oven
5
Grill
6
Fan with Grill
*Y is considered a vowel.
Keep Talking and Nobody Explodes Mod
Cooking
2. Determining person to cook for
If there is a lit FRK or a serial port, cook for Harry.
Otherwise, if there is an empty port plate or a lit FRQ, cook for James.
Otherwise, if there are more digits than letters in the serial number or
there is an unlit SND, cook for Tom.
Otherwise, if there is a HDMI, Composite Video or USB port, cook for Erik.
Otherwise, if there is a lit or unlit BOB indicator, cook for Bob.
Otherwise, cook for Markus.
Determine the time to wait in the table below, using the person and the meal.
Minutes table:
James
Bob
Markus
Erik
Harry
Tom
Pizza
10 min
15 min
20 min
05 min
30 min
50 min
Spaghetti Bolognese
75 min
70 min
80 min
75 min
65 min
10 min
Chicken Casserole
55 min
70 min
65 min
50 min
45 min
60 min
Chilli Con Carne
95 min
90 min
75 min
85 min
70 min
35 min
Chicken Pie
25 min
30 min
35 min
20 min
40 min
10 min
Once you have entered all of the correct settings, press the Cook button.
Keep Talking and Nobody Explodes Mod
The Number
On the Subject of The Number
Quick, press random buttons and hope for the best!
Enter a 4-digit code using the numbered keys below the
display.
The numbered keys are in two rows of five.
Use “E” to submit your answer, and “C” to clear it.
Use the set of instructions below to determine the full
code.
The day of the week is taken at the start of the bomb, while the current time
is taken at the point of submission.
First number:
If there is a Two Factor on the bomb, use 7.
Otherwise, if there are 3 or more battery holders, use 0.
Otherwise, if the bomb has an empty port plate, use 9.
Otherwise, if there are no duplicate ports on the bomb, use 5.
Otherwise, if there are no batteries on the bomb, use 3.
Otherwise, if the bomb’s serial number contains any of these characters: O, M,
Z, 6, L, 5, use 1.
Otherwise, if the number of batteries is less than the number of unsolved
modules on the bomb, use 6.
Otherwise, if there are 2 or more lit indicators on the bomb, use 8.
Otherwise, if there is exactly 1 unlit indicator, use 2.
Otherwise, use 4.
Second number:
If the amount of odd numbers is greater than the amount of even numbers in the
first row of keys, use 2.
Otherwise, if in either of the rows, the numbers are ordered in lowest
numerical value to highest numerical value, use 9.
Otherwise, if all the numbers in the second row add up to greater than 16, use
8.
Otherwise, if all the numbers in the first row add up to less than 15, use 3.
Otherwise, if the two numbers in the third column are either both even or both
odd, use 0.
Otherwise, if the first row contains 2, 3, and 7, use 5.
Otherwise, if the amount of odd numbers in the second row is exactly 2, use 1.
Otherwise, if the numbers 0, 1, 7, 8, and 9 are all in the same row (no specific
order), use 6.
Otherwise, if 7 is in the second row, use 7.
Otherwise, use 4.
Keep Talking and Nobody Explodes Mod
The Number
Third number:
If the number of solved modules is exactly 7, use 7.
Otherwise, if the number of modules on the bomb is 9, use 9.
Otherwise, if there is either the modules “The Gamepad” or “Number Pad” on the
bomb, use 6.
Otherwise, if the initial starting time on the bomb is less than the number of
modules on the bomb, use 0.
Otherwise, if the number of solved modules is greater than the number of
unsolved modules, use 1.
Otherwise, if any of these modules have been solved already: “Timezones”, “The
Bulb”, or “Semaphore”, use 2.
Otherwise, if any of these modules have not been solved already:
“Cryptography”, “Light Cycle”, or “Piano Keys”, use 8.
Otherwise, if there is at least 1 strike on the bomb, use 3.
Otherwise, if there are any needy modules present, use 5.
Otherwise, use 4.
Fourth number:
If today is either Monday, Wednesday, or Friday, use 1.
Otherwise, if the time displayed on the alarm clock is between 12:00 and
17:00, use 0.
Otherwise, if the first and third number of the code are odd numbers, use 8.
Otherwise, if there is a Forget Me Not on the bomb, use 9.
Otherwise, if there are at least 3 of the same port type present on the bomb,
use 7.
Otherwise, if the 3 numbers determined with the previous 3 rulesets multiply
up to a number greater than 100, use 5.
Otherwise, if the 3 numbers determined with the previous 3 rulesets add up to
a number greater than 19, use 3.
Otherwise, if 2 is one of the 3 previously determined numbers, use 2.
Otherwise, if the time displayed on the bomb is less than half of the initial
starting time, use 6.
Otherwise, use 4.
Keep Talking and Nobody Explodes Mod
The Cube
On the Subject of The Cube
The mothership has been contacted. They’ve sent an executive toy…
The module consists of a rotating cube, a rotating stage
spinner, four coloured wires, eight square variable
buttons, two cipher displays and a circular submit
button.
To disarm the module, you must press the correct
combination of buttons at each stage. Entering an incorrect combination
will cause a strike and reset the module.
You need to obtain a final cipher, comprised of three initial ciphers in
order to calculate the correct buttons for each stage.
Cipher #1
The first cipher is obtained using the formulae in the below table. A '%'
sign refers to the modulo operation.
Digit #
Formula
1
(RC1 + F6 + WC3) % 10
2
(RC2 + F5 + WC4) % 10
3
(RC3 + F4 + WC1) % 10
4
(RC4 + F3 + WC2) % 10
5
(RC5 + F2) % 8
6
(RC6 + F1) % 9
Rotation Codes (RC)
The cube will move six times before pausing briefly and repeating. Observe
the cube's movements to attain the rotation codes.
Movement references are given from an aerial perspective.
Wire references are counted at the wire starting block from top to bottom.
Button colours are EXCLUSIVE of the circular submit button.
White wires and grey buttons are treated as the same colour.
Movement
Rotation Code
Rotate clockwise
4
Rotate counterclockwise
7
Tip forwards
First digit of serial number
Tip backwards
Last digit of serial number
Tip left
# of buttons the same colour as the third wire
Tip right
# of buttons the same colour as first wire
Keep Talking and Nobody Explodes Mod
The Cube
Cube Faces (F)
Each face of the cube contains a digit.
The green LED represents the top face (LED is in the top left corner).
The red LED represents the bottom face (LED is in the bottom left corner).
The digits on the other faces will be oriented correctly when the top and
bottom faces are oriented correctly.
Use the below cube net to determine each cube face:
Wire Codes (WC)
The wire positions are defined by the wire starting block, reading from top
to bottom.
Use the below table to calculate each wire code. In each instance, use only
the last digit of the answer:
Colour
Wire Code
Blue
Wire position + 5
Green
# of blue buttons + 7
Orange
# of green buttons + 3
Purple
Sum of the digits on the cube
Red
# of modules on the bomb + 7
White/Grey
6
Cipher #2 & Cipher #3
Each of the cipher displays shows a repeating transmission of the second
and third ciphers.
Each symbol represents a letter of the alphabet. Translate the symbol using
the translator page of the manual.
Once English equivalent letters have been obtained, convert each letter to
its equivalent number (with A being 1).
Modulo 10 each digit to obtain your eight digit cipher.
Keep Talking and Nobody Explodes Mod
The Cube
Final Cipher
The final cipher is calculated by adding each of the individual digits of
the three ciphers together.
Begin by multiplying the first cipher by 100 and then add each respective
column of digits.
Modulo 10 each of the eight answers to get the eight digits of the final
cipher.
Solving
Once you have obtained your final cipher, you can begin to solve the
module.
Each digit of the final cipher refers to a stage. For each digit of the
cipher, press all square variable buttons that have one of the labels as
determined by the below table, followed by the circular submit button:
Cipher Digit
Letters
0
A, F, I, L
1
B, E, K, O
2
D, N, Q
3
C, G, P
4
H, J, M
5
E, J, Q
6
F, L, P
7
A, K, M
8
C, G, H, O
9
B, D, I, N
Additionally, at the following stages:
Stage
Buttons To Press
2
Press every button that contains the execute button label
4
Press every button that contains the execute button colour
6
Press every button that is the colour of the first wire
7
Press every button that is the colour of the third wire
For stage eight, press every button that does NOT have a label for the given
cipher digit.
Keep Talking and Nobody Explodes Mod
The Cube
Translator
Use the below table to translate between the symbol language and English:
Letter
Symbol
Letter
Symbol
A
A
J
J
B
B
K
K
C
C
L
L
D
D
M
M
E
E
N
N
F
F
O
O
G
G
P
P
H
H
Q
Q
I
I
X
X
Keep Talking and Nobody Explodes Mod
Superlogic
On the Subject of Superlogic
Make it so.
Set the boolean variables to a set of truth values such that
all shown equations hold, then press the unlabeled button to
defuse the module.
The operators are the same as in Logic, with the additional
operator “¬”, which is a negator (true becomes false and vice versa). The negator
has higher precedence than all other operators.
Keep Talking and Nobody Explodes Mod
The Moon
On the Subject of The Moon
Brrr, it’s very cold here on the dark side. Who turned off the Sun?
The module consists of eight blue crescents, eight blue
half-moons, and a centre button. Buttons on the same
compass point are considered to be a set.
To defuse the module, you must press a sequence of
buttons in the correct order. Pressing an incorrect button will cause a
strike and reset the sequence.
The module will always begin with four adjacent lit sets.
Using the sets that are lit and the variable table below, determine which
button in each set is correct.
Warning: when you press a correct button, the light will switch on/off. The
variable table always refers to the original configuration of lights.
Unless otherwise stated, the positions referred to start in the left-most
position (reading clockwise).
1st lit
set
2nd unlit
set
3rd
lit
set
3rd lit
set (from
right)
4th
unlit
set
2nd unlit
set (from
right)
Final
unlit
set
Final
set
D
batteries
Consonants
in serial
Digits
in
serial
AA
batteries
Ports
Indicators
Modules
Port
plates
For each variable (x) modulo 7, the correct button is:
x < 3 = outer button.
3 ≤ x < 5 = inner button.
x ≥ 5 = centre button.
Keep Talking and Nobody Explodes Mod
The Moon
To determine the order, start with the right-most (reading clockwise) unlit
set and move clockwise on unlit sets only for the sum of the serial number
digits. This is your starting set.
Convert your serial number letters into equivalent digits.
For any single digit numbers, add a zero at the start. Reverse each number
and modulo 7 the result.
Each movement to a new set is represented by your new numbers. Use each
number in order. For each number (n):
n < 4 = two steps clockwise.
n > 3 = two steps counterclockwise.
Do not answer the same set twice. If you are moved onto a solved set,
continue moving a single space in the given direction until you reach an
unsolved set.
After progressing through the converted serial numbers, you will have one
set remaining. This is your final set.
The module will be solved once you have correctly pressed your eight
button sequence or when you have pressed the centre button.
Keep Talking and Nobody Explodes Mod
Tax Returns
On the Subject of Tax Returns
Turnover
Jan
£14,311
Expenses
£145.32
£44.39
Tax
£11.05
£14,311
£20.05
5
Feb
anes
Forem
e
Surnam
£43.60
RE
B
Tax
912
512
n
Rya
Eee
REEE
r
ce Numbe
al Insuran
Nation
or Initials
£28.32
ails
's det
ployee
Em
sorrow
Sap
:
ployee
as You
ee em
scribe
eee
eee
Ree
reeeee
rs to
yea
ate
rtific
ar Ce
2017
of Ye
End
P60
April
I'm not going to lie; now is probably not the best time to be getting on top of your
paperwork...
073
151
payroll
Works
details
£13.37
d
uce
ded
£13,822
Tax
Mar
r
numbe
The module consists of two sections. The first contains
O
financial records for the year. The second contains the
I
HMRC tax returns terminal. Alternate between the two
sections by pressing the toggle switch.
To defuse the module, calculate and input the correct amount of tax due.
Please note that HMRC do not concern themselves with pence. Therefore, ALL
of your calculations should be rounded DOWN to the nearest pound.
£42.03
£85.32
Calculate your gross turnover.
Calculate your gross expenses.
Calculate your pension contributions using the table below:
No
indicators
0% of gross
turnover
Lit indicators >
unlit indicators
5% of gross
turnover
Unlit indicators >
lit indicators
10% of gross
turnover
Lit indicators =
unlit indicators
15% of gross
turnover
Calculate your tax-free investments using the Venn diagram and table.
Multiply the investment by the number of unique port types on the bomb.
Keep Talking and Nobody Explodes Mod
Letter
Company
Tax Returns
Investment
A
Vodafone Grp.
£599
B
GlaxoSmithKline
£1,241
C
Barclays
£478
D
Lloyds Grp.
£932
E
Experian
£81
F
Halma
£736
G
Easyjet
£1,647
H
NA
No investment
Calculate your gross profit.
Calculate your tax-free allowance.
Income Tax is paid at three rates.
You do not pay Income Tax on gross profits up to your tax-free allowance.
Thereafter, you must pay the percentage of tax on gross profits over each
threshold at the following rates:
Basic Rate (BR) is 20% of gross profits between £1 and £34,500.
Higher Rate (HR) is 40% of gross profits between £34,501 and £138,500
Additional Rate (AR) is 45% of gross profits over £138,500.
Class 4 National Insurance Contributions are paid at two rates.
Remember that pension contributions and tax-free investments are subject
to National Insurance.
The Standard Rate is 9% of gross turnover (less expenses) between
£8,424 and £46,350.
The Excess Rate is 2% of gross turnover (less expenses) over £46,350.
Enter your total tax bill into the HMRC terminal to disarm the module.
HMRC impose a deadline on submitting your tax returns. This can be seen on
the HMRC returns terminal.
Missing the deadline or submitting your returns inaccurately will cause a
strike.
Keep Talking and Nobody Explodes Mod
Tax Returns
Glossary of Terms
Name
Description
Class 4
National
Insurance
Contributions
A percentage of money owed to the government, traditionally
ring-fenced for the National Health Service. National
Insurance is calculated at two flat rates.
Gross
Expenses
The amount of money that has been spent on the day-to-day
running of the business. This is the sum of each month's
expenses. Expenses are NOT subject to Income Tax or National
Insurance.
Gross Profit
The amount of profit made by the business after gross
expenses, pension contributions and tax-free investments
have been deducted from the gross turnover.
Gross
Turnover
The amount of money taken by the business in a given year.
This is the sum of each month's turnover.
Income Tax
A percentage of money owed to the government. Income Tax is
calculated on a sliding scale.
Pension
Contributions
Money invested into a pension fund for retirement. Pension
contributions are NOT subject to Income Tax but ARE subject
to National Insurance.
Tax-Free
Allowance
The amount of gross profit the business is allowed to earn
without being subject to Income Tax. The standard figure is
£11,850. This is reduced by £1 for every £2 of gross profit
generated over £100,000.
Tax-Free
Investments
Money invested into various portfolios for future growth.
Tax-free investments are NOT subject to Income Tax but ARE
subject to National Insurance.
Total Tax Bill
The total amount of money owed to the government (including
Income Tax and National Insurance Contributions).
Keep Talking and Nobody Explodes Mod
On the Subject of The Jewel Vault
The Jewel Vault
N
W
E
S
How did the Ancient Greeks make such an advanced lock? It must be aliens!
The module consists of a locked five-wheel door, a
compass rose, a reset button (bottom left) and a submit
button (bottom right).
The outermost-wheel contains eight Greek symbols and
cannot be directly controlled. The other wheels each contain four different
coloured jewels and can be rotated.
There are eight potential jewels that you may encounter. Each jewel can
only appear once on any given wheel:
Amethyst (purple)
Emerald (green)
Glass (silver/clear)
Onyx (black)
Poudretteite (pink)
Ruby (red)
Sapphire (blue)
Scapolite (yellow)
To solve the module, set the correct jewels to the correct orientation and
press the submit button.
Submitting an incorrect configuration of jewels will cause a strike,
shuffle the wheels and change the orientation.
Turning the wheels a total of thirteen times without resetting will shuffle
the wheels and change the orientation.
Pressing the reset button will return the wheels to their original
orientations.
The central orb of the door changes colour depending on the action
currently being undertaken:
White = stationary
Yellow = manual movement
Blue = manual reset
Pink = limiter shuffle
Red = strike shuffle
Green = solved
Keep Talking and Nobody Explodes Mod
The Jewel Vault
Wheel Mechanics
The four rotatable wheels will be referred to by one of two names:
Wheels 1-4 refer to the physical locations of the wheels (1 being the
outermost, 4 being the innermost).
Wheels A-D refer to the mechanics of how the wheels affect each other
and are assigned randomly.
The mechanics of the lettered wheels are as follows:
Wheel A will turn itself clockwise.
Wheel B will turn itself clockwise and wheel A counter-clockwise.
Wheel C will turn itself clockwise and wheel B counter-clockwise.
Wheel D will turn itself clockwise and wheel C counter-clockwise.
Greek Letters
The eight letters are used to determine the correct jewel on each wheel.
Each wheel has two letters associated with it. Use the below tables to
determine which priority list to use.
The highest priority jewel that is present on the wheel is correct.
Note: the below tables refer to wheels 1-4.
Wheel 1
Wheel 2
Letter
α
β
γ
δ
ε
ζ
Letter
η
θ
ι
κ
λ
μ
Alpha (α)
1
9
3
11
6
7
Eta (η)
5
8
3
9
7
4
Beta (β)
9
5
6
1
9
2
Theta (θ)
8
2
7
1
5
10
Gamma (γ)
3
6
2
7
10
8
Iota (ι)
3
7
11
6
12
2
Delta (δ)
11
1
7
12
4
5
Kappa (κ)
9
1
6
4
3
8
Epsilon (ε)
6
9
10
4
10
12
Lambda (λ)
7
5
12
3
11
12
Zeta (ζ)
7
2
8
5
12
4
Mu (μ)
4
10
2
8
12
9
Keep Talking and Nobody Explodes Mod
The Jewel Vault
Wheel 3
Wheel 4
Letter
ν
ξ
ο
π
ρ
σ
Letter
τ
υ
φ
χ
ψ
ω
Nu (ν)
12
5
10
1
5
3
Tau (τ)
9
4
1
10
6
2
Xi (ξ)
5
2
6
5
11
8
Upsilon (υ)
4
3
7
4
12
8
6
8
3
12
2
Phi (φ)
1
7
8
11
9
3
(ο)
10
10
4
11
1
10
6
Pi (π)
Chi (χ)
1
5
3
11
1
10
6
12
9
10
5
11
Rho (ρ)
Psi (ψ)
5
11
12
1
4
9
2
8
3
6
11
7
Sigma (σ)
Omega (ω)
3
Omicron
8
2
10
9
6
Target Orientation
The target orientation of the four correct jewels is determined by the most
abundant jewel.
If there is more than one jewel in equally high abundance, take the last
digit of the serial number and use that priority list to determine which of
the most abundant jewels you should reference.
Target Orientation
North
East
South
West
Jewel Type
Glass
Poudretteite
Amethyst
Emerald
Onyx
Sapphire
Ruby
Scapolite
Keep Talking and Nobody Explodes Mod
The Jewel Vault
Priority Lists
Priority order is read from left to right.
List #
Jewel Type
1
Po
Ru
Sa
Em
On
Am
Sc
Gl
2
Am
On
Em
Sc
Sa
Po
Gl
Ru
3
On
Sa
Ru
Am
Sc
Gl
Em
Po
4
Em
Sc
Po
Sa
Gl
Ru
On
Am
5
Ru
Am
Sc
Gl
Em
Sa
Po
On
6
Sc
Em
Gl
Ru
Po
On
Am
Sa
7
Sa
Gl
On
Po
Am
Em
Ru
Sc
8
Gl
Po
Am
On
Ru
Sc
Sa
Em
9
On
Sc
Em
Sa
Po
Am
Ru
Gl
10
Po
Am
Ru
Gl
On
Sc
Em
Sa
11
Gl
Em
Am
On
Sa
Ru
Sc
Po
12
Sa
Ru
Sc
Po
Gl
Em
Am
On
Am = Amethyst
Em = Emerald
Gl = Glass
On = Onyx
Po = Poudretteite
Ru = Ruby
Sa = Sapphire
Sc = Scapolite
Keep Talking and Nobody Explodes Mod
Digital Root
On the Subject of Digital Root
Okay, root of 64? - 8. No, the other kind of root. 4 then! NO, THE OTHER KIND!
On the module there are three numbers in a row, another
number below them, and buttons with the labels yes and
no.
Determine if the lower number is the digital root of the
three upper numbers.
A digital root is determined by adding the three numbers together, then
taking each of the digits of the answer and adding them together. Continue
doing this until you are left with a single number.
If the lower number is the digital root of the three upper numbers, press
the yes button. If it is not, press the no button.
Keep Talking and Nobody Explodes Mod
Marble Tumble
On the Subject of Marble Tumbles
Left. Left! ... No, the other left!
A Marble Tumble features a marble that starts at the top, and
5 concentric cylinders each of which has two holes in it. The
smaller hole is a trap, which incurs a strike and resets the
module if the marble lands in it, while the other allows the
marble to proceed down one level. To defuse the module, the
marble must reach the center.
When tapped, the module rotates the cylinders clockwise or counter-clockwise
depending on the last digit of the seconds on the countdown timer. The
following table shows which cylinder moves how many notches and in which
direction. One notch equates to an angle of 36°.
Last
seconds
digit
Red
Yellow
Green
Blue
Silver
0
1 CCW
1 CW
2 CCW
none
2 CW
1
2 CCW
1 CW
2 CW
1 CCW
none
2
1 CW
none
2 CW
2 CCW
1 CCW
3
none
1 CCW
2 CCW
1 CW
2 CW
4
2 CW
none
1 CW
1 CCW
2 CCW
5
1 CW
2 CCW
1 CCW
2 CW
none
6
2 CCW
2 CW
none
1 CW
1 CCW
7
none
1 CCW
1 CW
2 CW
2 CCW
8
1 CCW
2 CW
none
2 CCW
1 CW
9
2 CW
2 CCW
1 CCW
none
1 CW
Cylinder color
Keep Talking and Nobody Explodes Mod
Graffiti Numbers
On the Subject of Graffiti Numbers
The answer to this puzzle is spray painted on the wall. Hurry up and punch it in!
The module consists of a graffiti wall containing nine
painted numbers from 1-9. Each digit will only appear
once. Warning: '7' and '1' look similar.
To disarm the module, you must spray paint the correct
buttons in the order dictated by the rules below:
If there are more red numbers than green numbers, start at Rule #8 and
progress in reverse order.
Otherwise, if there are more blue numbers than yellow numbers, start
at Rule #6.
Otherwise, if there are more green numbers than blue numbers, start at
Rule #4 and progress in reverse order.
Otherwise, start at Rule #1.
In each instance, if the rule is true, spray that number.
Rule #
Rule
1
The left column is in ascending order (top to bottom).
2
The top row is in descending order (left to right).
3
The sum of the four corners is greater than the sum of the other
numbers.
4
The number '1' is blue.
5
The top row is mostly primes.
6
The last digit of the sum of the first two numbers in a column is equal
to the bottom number of the same column.
7
The sum of the two diagonals are not equal.
8
The corner numbers have no more than two colours.
9
Fewer than three rules are true (at this point in your calculation).
Keep Talking and Nobody Explodes Mod
Logical Buttons
On the Subject of Logical Buttons
It has logical in the name, so if it doesn't make sense to you that’s your fault.
SEE APPENDIX LOGBTNSX100 FOR LOGIC GATE REFERENCES.
This module consists of 3 buttons, a stage counter and a
screen stating a logic gate. To solve it you will have to
go through 3 stages.
In each stage you will have to determine which of the buttons you will have
to press based on their color, label and the logic gate present.
If multiple buttons have to be pressed in a stage you will have to determine
the order in which you must press them.
The buttons are numbered in reading order.
Both the label and the color of a button will hold a true/false value. Once
you get both values you run them through the logic gate and get an answer.
If you get true, the button should be pressed and if you get false it
shouldn’t.
If no button has to be pressed you must press the logic gate screen until you
get a logic gate that allows you to press a button.
When the correct button(s) have been pressed the module will automatically
proceed to the next stage.
If a correct button is pressed the border of the button will light up white.
Determining values of colors/labels:
The value of the color/label is true if the condition is met.
Colors
Red - No blue button present.
Blue - Another blue button present.
Green - The next button in clockwise order is purple or white.
Yellow - The button’s label is not “Wrong” or “Logic”.
Purple - No buttons in primary colors.*
White(Light Grey) - One or more buttons is in a primary color.*
Orange - The top button is not orange.
Cyan - The button’s label is exactly 5 letters long.
Grey(Dark Grey) - The button has the same label as another button.
Keep Talking and Nobody Explodes Mod
Logical Buttons
Labels
“Logic” - There are no gray buttons.
“Color” - The button’s color is not green, yellow or orange.
“Label” - The top button’s label is not exactly 5 letters long.
“Button” - The next button in clockwise order’s label is not “Hmmm” or “No”.
“Wrong” - The next button in counter-clockwise order’s color is the same as
this one.
“Boom” - The other two buttons have the same color.
“No” - This button’s color condition is false.
“Wait” - The module is in stage 3.
“Hmmm” - The left button’s color condition is true.
*Primary colors are red, blue and yellow.
Determining order of presses:
Columns refer to which stage the module is in, rows refer to the arbitrary group
that the present logic gate is in.
Stage 1
Stage 2
Stage 3
Group 1
1,2,3
2,1,3
3,2,1
Group 2
3,1,2
2,3,1
1,3,2
Appendix LOGBTNSX100
Logic gates:
AND - True if both inputs are true - Group 1
OR - True if either input is true - Group 1
XOR - True if exactly one input is true - Group 1
NAND - True unless both inputs are true - Group 2
NOR - True unless either input is true - Group 2
XNOR - True unless exactly one input is true - Group 2
Keep Talking and Nobody Explodes Mod
Game of Life Cruel
On the Subject of Cruel Game of Life
Live a colorful life, they say. They’re wrong. Colors just make life cruel.
The module will display a grid of squares colored either
black, white, red, orange, yellow, green, blue, purple or
brown. To defuse this module, the rules of Conway’s Game of
Life (shown in table A) will need to be applied to the grid
once. Note that the rules need to be applied to all the squares
at the same time for each generation.
The state of each square can be toggled by clicking on it. Note that colored
squares are to be converted into either black or white, according to table B,
before applying the rules from table A. Black and White are not considered
colors.
If the square isn’t flashing, simply use the rule from Table B.
If the square is flashing one color, turn the square black if the rule
applies and white if it doesn’t.
If the square is flashing 2 primary colors, use the rule for the mixture of 2
colors.
If the square is flashing a primary color and a secondary color, and the
secondary color contains the primary color as its component, use the rule
for the primary color, otherwise use the rules for the secondary color.
If the square is flashing 2 secondary colors, use the rules for the primary
color that is a component of both flashing colors.
If the square is flashing 2 colors and one of them is brown, use the rule for
brown if the last digit of the serial number is even, otherwise use the rule
for the other color.
Entering the correct final configuration by pressing Submit will solve the
module. Entering the wrong configuration this way will induce a strike. At any
time, by pressing Reset, the module will return to its initial state.
BUT if the bomb has exactly 6 batteries in 3 holders, and an unlit Bob, ignore all
the rules. Bob has returned to help you once again. Just press the Submit button
during the initial state. Thanks, Bob!
Keep Talking and Nobody Explodes Mod
Cruel Game of Life
Table A
A square is considered neighbouring if it is adjacent to another square,
including diagonally.
If square is black:
White neighbouring squares < 3 or > 3
Stay black
White neighbouring squares = 3
Turn white
If square is white:
White neighbouring squares < 2 or > 3
Turn black
White neighbouring squares = 2 or = 3
Stay white
Table B
Color of
square:
Turns white if:
Red
At least one strike*, unless there are no batteries
Orange
Less than half of the bomb’s original time limit is displayed on the
timer*, unless a CAR indicator is present
Yellow
There are more lit than unlit indicators, unless an RJ-45 port is
present
Green
Even number of solved modules*, unless a CLR indicator is present
Blue
Serial number contains at least one letter in common with the word
“Sea” or “Sky”, unless an SND indicator is present
Purple
There are more unlit than lit indicators, unless there are at least
4 batteries
Brown
There are at least 3 different port types, unless there are no
indicators
* Calculated when Submit is pressed
Keep Talking and Nobody Explodes Mod
Appendix: primary and secondary colors
Primary colors are red, blue and yellow
Secondary colors are purple, green and orange
Mixing red and blue makes purple
Mixing blue and yellow makes green
Mixing red and yellow makes orange
Mixing all 3 primary colors makes brown
Diagram source: http://www.tomjewett.com/colors/paint.html
Cruel Game of Life
8/14/2019
Game of Life Simple — Keep Talking and Nobody Explodes Module
Keep Talking and Nobody Explodes Mod
Game of Life Simple
On the Subject of Game of Life Simple
Solving this module is a matter of life and death!
The module will display a grid of squares colored either
black or white. To defuse this module, the rules of Conway’s
Game of Life (shown below) will need to be applied to the grid
once. Note that the rules need to be applied to all the squares
at the same time for each generation.
The state of each square can be toggled by clicking on it.
Entering the correct final configuration by pressing Submit will solve the
module. Entering the wrong configuration this way will induce a strike.
At any time, by pressing Reset, the module will return to its initial state.
A square is considered neighbouring if it is adjacent to another square,
including diagonally.
If square is black:
White neighbouring squares < 3 or > 3
Stay black
White neighbouring squares = 3
Turn white
If square is white:
White neighbouring squares < 2 or > 3
Turn black
White neighbouring squares = 2 or = 3
Stay white
file:///C:/Github/KtaneContent/HTML/Game of Life Simple.html
1/1
Keep Talking and Nobody Explodes Mod
Simon Sings
On the Subject of Simon Sings
Never gonna sing in tune, never gonna flash maroon, never gonna call up Simon
and show up. Never gonna seal your fate, never gonna detonate, never gonna solve
your modules and blow up.
This module consists of a round piano board with
colored keys. There is also a light in the center of the
module that flashes the colors of some of the keys.
The light cycles through a sequence of 8 colors. Black indicates a space
between repetitions. Identify which piano keys have these colors and
translate them to binary digits according to Table 1 below. If the
condition in the table is true, the digit is a 1; otherwise, a 0. Each group
of 4 constitutes one 4-digit binary number.
The module consists of three stages. In each stage, the two binary numbers
point to two new piano keys to press according to Table 2. In each stage,
press the keys from the previous stages plus the new ones.
The keyboard has two octaves, one on the left half of the wheel and the other
on the right. Each key to press is on the other side from the previous. Start
on the left if the serial number has a vowel and on the right otherwise.
A strike will reset the input for the current stage. Long-press the light in
the center to reset the entire module (only available in stages 2–3).
Table 1
C
C♯/D♭
This is the first or last digit in its 4-digit binary number.
This is the second or third digit in its 4-digit binary number.
D
If this is the first of the 8 digits: The last digit of the serial number
is odd. Otherwise: The previous digit was 0.
D♯/E♭
The position of this digit in its 4-digit number matches the number
of port plates.
E
If there are no port plates: There is an odd number of batteries.
Otherwise: The position of this digit in its 4-digit number matches
the number of ports on the port plate with the most ports on it.
F
We are in the third stage of the module.
F♯/G♭
The current stage number matches the number of letters in the serial
number minus one.
Keep Talking and Nobody Explodes Mod
Simon Sings
G
If this is the first digit in its 4-digit binary number: There is an
odd number of indicators. Otherwise: This number’s first color
referred to a sharp/flat key.
G♯/A♭
If we are in the first stage: There is an odd number of ports.
Otherwise: Two colors flashing consecutively in the previous stage
refer to sharp/flat keys.
A
If we are in the first stage: There is an even number of indicators.
Otherwise: One (or both) of the 4-digit numbers in the previous stage
was less than 5.
A♯/B♭
B
Another color in this 4-digit number refers to F or F♯/G♭.
This digit’s number would be a prime number if this digit is 1.
Table 2
Binary
#
Key
Binary
#
Key
Binary
#
Meaning
0000
0
C
0110
6
F♯
1100
12
1st key in this number
0001
1
C♯
0111
7
G
1101
13
2nd key in this number
0010
2
D
1000
8
G♯
1110
14
3rd key in this number
0011
3
D♯
1001
9
A
1111
15
4th key in this number
0100
4
E
1010
10
A♯
0101
5
F
1011
11
B
Key/note chart
Keep Talking and Nobody Explodes Mod
Simon Sends
On the Subject of Simon Sends
Did you expect this flavor text to refer to itself?
This is the “first” word for purposes of counting words and
paragraphs in this text. The flavor text and appendix are
excluded.
Hyphenated words equate to just one word. Punctuation marks
do not count as letters.
A Simon Sends puzzle is equipped with colorized lights which flash unique
letters in Morse code simultaneously, and a dial for adjusting the frequency of
flashing.
Owing to their proximity, the lights (red, green and blue) mix by way of additive
color mixing. Work out the individual colors.
Convert each recognized letter into a number using its alphabetic position.
Call your thusly acquired numbers R, G and B. Derive new letters as follows:
Count R letters from the start of the G’th word from the start of the B’th
paragraph in this manual and make it your new red letter.
Count G letters from the start of the B’th word from the start of the R’th
paragraph in this manual and make it your new green letter.
Count B letters from the start of the R’th word from the start of the G’th
paragraph in this manual and make it your new blue letter.
Realize a new color sequence by juxtaposing — again using known additive
color mixing — one copy of each new letter’s Morse code.
Acknowledge a dot and a dash in Morse code have sizes of one and three units,
respectively. Gaps between them also have a size of just one unit.
Input your acquired color sequence using each qualifying color button.
A mistake is rejected with a strike. On such an occasion, adjust and finish your
answer. Look at the display to judge your input thus far.
Jump back to the “first” word if, while counting, you advance beyond the “last”
word, which is this.
Keep Talking and Nobody Explodes Mod
Simon Sends
Appendix ACM: Additive Color Mixing
For those born before 1980.
Black
Red
Yellow
Magenta
White
Green
Cyan
Blue
Appendix YAMCC: Morse Code
For those born after 1980.
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
X
Y
Z
Keep Talking and Nobody Explodes Mod
Tap Code
On the Subject of Tap Code
Is this not Morse code?
This module can detect when it is tapped. Even on the
status light!
To solve the module, tap, to the module, a five letter
word in tap code.
To find the word, press and hold the module and it will
tap a word in tap code, then find the word on the table.
Holding the module will also reset any input.
Move the amount of the last digit of the serial number in the direction
according to the conditions below:
If there is a zero in the serial number, move
1 2 3 4 5
the amount of the sum of the serial number
1 A B C D E
digits instead.
2 F G H I J
If the first two characters of the serial
number are... XX: Up, ##: Down, X#: Left,
3 L M N O P
#X: Right.
4 Q R S T U
(# = Number, X = Letter)
If you reach the end of the table, go back to the
5 V W X Y Z
other side of the table.
Each letter is represented by its row's number of taps, a pause, then its
column's number of taps.
The letter "K" is substituted with a "C" in tap code.
When entering the answer, you will hear a click noise after each pause,
which signals to resume entering in the answer. At the end, there will be
another click noise. Tap again to submit your solution.
Entering an incorrect word will result in a strike, and the input is
erased.
child
style
shake
alive
axion
wreck
cause
pupil
cheat
watch
jelly
clock
quark
grass
laser
jeans
yacht
rumor
fault
hover
sheet
aware
shell
jolly
giant
vague
image
acute
arena
visit
table
force
chair
quick
suite
large
chord
power
aloof
attic
cover
prize
trail
cycle
sight
zeros
glare
angle
ranch
upset
mixer
drive
xenon
water
venom
right
sweet
gloom
clash
abbey
level
quilt
climb
tease
knock
fairy
queen
zebra
guide
south
funny
proud
young
jumpy
staff
query
trunk
zooms
smart
ghost
judge
yield
brain
helix
small
noise
seize
robot
stain
where
world
shark
beard
disco
yummy
title
story
color
short
fresh
Keep Talking and Nobody Explodes Mod
On the Subject of The Blue Button
This is a button. It is blue.
The Blue Button
4, 7
In the maze corresponding to the symbol on the button, find a
position given by the first and second character of the
serial number (as base-36 digits) modulo 10 (column 0–9 from
left to right, then row 0–9 from top to bottom). Calculate the
distance between this position and the position displayed on
the screen, modulo 60. Tap the button when the seconds on the bomb timer equal
this value, or the total seconds equal a tenth of it (rounded down).
Keep Talking and Nobody Explodes Mod
The Green Button
On the Subject of The Green Button
This is a button. It is green.
The module contains a green button and a display which, upon
pressing the button, repeatedly cycles through a set of four
dots. Listen to the number of chimes that play through each
cycle.
Decode the number of chimes into a set of New York Point dots as follows:
1
2
3
4
The 1s (empty dots) represent separation of letters. The remaining dots will
spell out a five-letter English word, with two other “incorrect” letters
randomly inserted into the word. Determine the positions of the correct letters,
and, upon pressing the button to start playing the sequence, press the button at
each correct letter’s position.
Appendix NYP: New York Point (lower-case only)
a
b
c
d
e
f
g
h
i
j
k
l
m
n
o
p
q
r
s
t
u
v
w
x
y
z
Keep Talking and Nobody Explodes Mod
The Green Button
Appendix GBWB: Word bank
ABOUT
ABOVE
ABYSS
ACORN
ACTOR
ACUTE
ADAPT
ADMIT
ADORE
ADULT
AFTER
AGAIN
AGENT
AGILE
AGREE
AHEAD
ALARM
ALBUM
ALERT
ALIEN
ALIGN
ALIVE
ALLEY
ALLOW
ALLOY
ALONE
ALONG
ALTAR
ALTER
AMBER
AMEND
AMONG
AMUSE
ANGEL
ANGLE
ANKLE
APART
APPLE
APPLY
APRON
ARENA
ARGUE
ARMOR
AROMA
ARRAY
ARROW
ASIDE
ASSET
ATTIC
AUDIO
AVOID
AWAKE
AWARD
AWARE
BACON
BADGE
BAKED
BAKER
BASIC
BATCH
BEACH
BEARD
BEGAN
BEGIN
BEGUN
BELOW
BENCH
BERRY
BLACK
BLAND
BLANK
BLAST
BLEND
BLIND
BLINK
BLISS
BLOCK
BLOOM
BLOWN
BLUFF
BOARD
BONUS
BOOST
BOUND
BOXER
BRAKE
BRAND
BRASS
BRAVE
BREAD
BREAK
BRICK
BRIEF
BRING
BROKE
BROWN
BRUSH
BUILD
BUILT
BULKY
BUNCH
BUNNY
BURNT
BURST
BUYER
CABIN
CABLE
CANAL
CANDY
CARGO
CARRY
CATCH
CAUSE
CEASE
CHAIN
CHAIR
CHALK
CHAOS
CHARM
CHART
CHASE
CHEAP
CHECK
CHEER
CHESS
CHIEF
CHILD
CHILL
CHUNK
CIVIL
CLAIM
CLASH
CLASS
CLEAN
CLEAR
CLICK
CLIFF
CLIMB
CLOCK
CLOSE
CLOTH
CLOUD
COAST
COLOR
COMIC
CORAL
COUCH
COULD
COUNT
COVER
CRAFT
CRANE
CRASH
CRAWL
CRAZY
CREEK
CREST
CROSS
CROWD
CROWN
CRUST
CURVE
CYCLE
DAILY
DAIRY
DAISY
DANCE
DEALT
DEBIT
DEBUT
DECAY
DELAY
DENSE
DEPTH
DERBY
DIARY
DIGIT
DINER
DISCO
DIZZY
DODGE
DONUT
DOUBT
DOUGH
DOZEN
DRAIN
DRANK
DRAWN
DREAM
DRESS
DRIED
DRIFT
DRILL
DRINK
DRIVE
DROVE
DUSTY
DWARF
EAGER
EAGLE
EARLY
EARTH
EATEN
ELBOW
ELDER
EMPTY
ENJOY
ENTER
ENTRY
EQUAL
EQUIP
ERASE
ERROR
ESSAY
EVADE
EVENT
EVERY
EXACT
EXIST
EXTRA
FAINT
FAIRY
FALSE
FANCY
FAULT
FAVOR
FEAST
FENCE
FIBER
FIELD
FIFTH
FINAL
FIRST
FIXED
FLAIR
FLAME
FLARE
FLASH
FLASK
FLIES
FLOAT
FLOOD
FLOOR
FLOUR
FLUID
FLUSH
FLUTE
FOCUS
FORCE
FORGE
FORUM
FOUND
FOYER
FRAME
FRESH
FRONT
FROST
FROZE
FRUIT
FUDGE
FUNNY
FUZZY
GAUGE
GEESE
GENIE
GHOST
GIANT
GIVEN
GLASS
GLIDE
GLORY
GLOVE
GOING
GOOSE
GRADE
GRAIN
GRAMS
GRAND
GRAPE
GRAPH
GRASP
GRASS
GRAVY
GREAT
GREEN
GREET
GRILL
GROUP
GROWN
GUESS
GUEST
GUIDE
HABIT
HAIRY
HANDY
HAPPY
HASTE
HATCH
HEART
HEAVY
HEDGE
HINGE
HIPPO
HOBBY
HONEY
HONOR
HORSE
HOTEL
HOUND
HOUSE
HUMAN
HUMID
HUMOR
HURRY
HUSKY
HYENA
ICING
IDEAL
IDEAS
IDIOM
IGLOO
IMAGE
IMPLY
INDEX
INGOT
INNER
INPUT
INTRO
IRONY
ISSUE
ITCHY
ITEMS
IVORY
JELLY
JEWEL
JOINT
JOKER
JOLLY
JUDGE
JUICE
JUICY
JUMBO
JUMPS
KABOB
KARAT
KAYAK
KAZOO
KITTY
KNEAD
KNEEL
KNOCK
KOALA
LABEL
LARGE
LASER
LATER
LAUGH
LAYER
LEAKY
LEAPT
LEARN
LEAST
LEAVE
LEDGE
LEMON
LEVEL
LEVER
LIGHT
LIMIT
LINKS
LITER
LIVER
LIVES
LOBBY
LOCAL
LODGE
LOGIC
LOGIN
LOOPY
LOUSY
LOWER
LOYAL
LUCKY
LUNAR
LUNCH
LYRIC
MAGIC
MAGMA
MAJOR
MAKER
MANGO
MANOR
MAPLE
MARCH
MARSH
MATCH
MAYBE
MEANT
MEDAL
MEDIA
MEDIC
MELON
MERGE
MERIT
MERRY
MESSY
METAL
METER
MIDST
MIGHT
MIMIC
MINOR
MINUS
MISTY
MIXED
MIXER
MODEL
MOIST
MONEY
MONTH
MOOSE
MORPH
MOTEL
MOTOR
MOTTO
MOUNT
MOUSE
MOUTH
MOVER
MOVIE
MUDDY
MUMMY
MURKY
MUSIC
MUTED
NACHO
NAILS
NEEDS
NEEDY
NEIGH
NERVE
NEVER
NIFTY
NIGHT
NINJA
NINTH
NOBLE
NOISE
NOISY
NORTH
NOTED
NOVEL
NUDGE
NURSE
OASIS
OCCUR
OCEAN
OFFER
OFTEN
OLIVE
ONION
OPERA
ORBIT
ORDER
OTHER
OTTER
OUNCE
OUTER
PAINT
PANDA
PANEL
PANIC
PAPER
PARTY
PASTE
PATCH
PATIO
PAUSE
PEACE
PEACH
PEARL
PEDAL
PERIL
PHASE
PHONE
PHOTO
PIANO
PIECE
PILES
PILOT
PINCH
PITCH
PIVOT
PIXEL
PIZZA
PLACE
PLAIN
PLANE
PLANK
PLANT
PLATE
PLAZA
POINT
POKER
POLAR
PORCH
POUND
POWER
PRESS
PRICE
PRIDE
PRIME
PRINT
PRIOR
PRISM
PRIZE
PROUD
PROVE
PUPPY
QUACK
QUAIL
QUARK
QUART
QUEEN
QUERY
QUEST
QUEUE
QUICK
QUIET
QUILL
QUILT
QUIRK
QUITE
QUOTE
RADAR
RADIO
RAINY
RAISE
RALLY
RAMPS
RANCH
RANGE
RAPID
RATIO
RAVEN
REACH
REACT
READY
REALM
RECAP
RELAX
RELAY
RELIC
REMIX
RENEW
REPLY
REUSE
RHINO
RHYME
RIGHT
RIGID
RINSE
RISKY
RIVAL
RIVER
ROAST
ROBOT
ROCKY
ROGUE
ROOMY
ROUGH
ROUND
ROUTE
ROYAL
RUMOR
RUSTY
SAUCE
SCALE
SCENE
SCOPE
SCORE
SERVE
SHAKE
SHALL
SHAPE
SHARE
SHEEP
SHEET
SHELF
SHELL
SHIFT
SHIRT
SHOCK
SHORE
SHORT
SHOWN
SIGHT
SINCE
SIXTH
SKILL
SLEEP
SLIDE
SMALL
SMART
SMILE
SOILD
SOLAR
SOLVE
SOUND
SOUTH
SPACE
SPARE
SPEAK
SPEED
SPELL
SPEND
SPENT
SPLIT
SPOKE
SPORT
SPRAY
STACK
STAFF
STAGE
STAMP
STAND
STATE
STEAM
STEEL
STICK
STILL
STOCK
STONE
STOOD
STORE
STORM
STORY
STUCK
STUDY
STUFF
STYLE
SUGAR
SUITE
SUPER
SWEET
SWEPT
SWIFT
SWING
TABLE
TASTE
TASTY
TEACH
TENSE
TENTH
THEIR
THERE
THESE
THICK
THING
THINK
THIRD
THORN
THOSE
THREW
THROW
THUMB
TIGER
TIMER
TIRED
TOAST
TODAY
TOKEN
TOPIC
TORCH
TOTAL
TOUGH
TOWEL
TOWER
TRACE
TRACK
TRADE
TRAIL
TRAIN
TRAIT
TRASH
TREND
TRICK
TRIED
TRUCK
TRULY
TRUTH
TWICE
TWIST
UDDER
ULTRA
UNDER
UNITE
UNITY
UNLIT
UNTIL
UNZIP
UPPER
UPSET
URBAN
USAGE
USUAL
VAGUE
VALID
VALUE
VALVE
VAPOR
VAULT
VIDEO
VIGOR
VISIT
VITAL
VIVID
VOCAL
VOICE
VOWEL
WAGON
WAIST
WALTZ
WASTE
WATCH
WATER
WEIGH
WEIRD
WHALE
WHEAT
WHEEL
WHERE
WHICH
WHILE
WHISK
WHITE
WHOLE
WIDEN
WIDTH
WINDY
WIRED
WIRES
WORLD
WORSE
WORST
WORTH
WOULD
WRECK
WRIST
WRITE
WRONG
WROTE
YACHT
YEAST
YELLS
YIELD
YODEL
YOUNG
YOUTH
ZEBRA
Keep Talking and Nobody Explodes Mod
The Orange Button
On the Subject of The Orange Button
This is a button. It is orange.
The module contains an orange button with a digit from 0-8
written on it and a screen consisting of letters from A-I.
Take the serial number characters, and split them up into three
pairs of two:
The sixth and fifth serial number characters as the first pair.
The fourth and third serial number characters as the second pair.
The second and first serial number characters as the third pair.
Convert any letters into their base-36 value. (A=10, B=11, ..., Z=35) Then, take each
character serial number, and repeatedly subtract 9 until your number is between 0 and
8.
The first value in each pair represents which column in the table below you have to use.
The second value represents the row. Find the letter found at the intersection.
Then, with the number written on the button, move these many squares down from the
discovered intersection, wrapping around to the beginning of the row if necessary. The
three letters found at each new square is what needs to be submitted.
To change the letter in the display, tap the button when the letter's color is cyan. This
will shift it forward n times, where n is the position of the green LED from top to
bottom.
To submit your answer, hold the button over any timer tick.
0
1
2
3
4
5
6
7
8
0
I
E
F
G
C
H
B
A
D
1
F
H
G
A
E
B
I
D
C
2
E
A
I
D
B
C
G
F
H
3
C
G
H
B
F
D
A
E
I
4
G
F
B
C
D
E
H
I
A
5
A
C
E
F
H
I
D
G
B
6
H
I
D
E
G
A
C
B
F
7
D
B
A
H
I
F
E
C
G
8
B
D
C
I
A
G
F
H
E
Keep Talking and Nobody Explodes Mod
The Red Button
On the Subject of The Red Button
0011011010
0111001010
This is a button. It is red.
The module contains a red button with a logic gate written on
it and a screen consisting of red and green 0's and 1's.
The 0's represent "false", and the 1's represent "true". The
numbers in the top row pair with the numbers below them in
the bottom row.
Red numbers represent a false statement, and green numbers represent a true
statement. These statements must be determined to be true or false based on the
logic gate written on the button.
To toggle a pair of numbers to be true or false, hold the button down over the
timer tick in which the seconds digit is equal to the position in the rows. A
cyan LED will light up to signify your position in the rows.
To submit the module, tap the button.
Logical connective symbol list
Symbol
Logic Gate
Meaning
∧
AND
Returns true if both inputs are true. Else
returns false.
∨
OR
Returns true if either input is true. Else
returns false.
⊻
XOR
Returns true if exactly one input is true. Else
returns false.
|
NAND
Returns false if both inputs are true. Else
returns true.
↓
NOR
Returns false if either input is true. Else
returns true.
↔
XNOR
Returns false if exactly one input is true.
Else returns true.
→
LEFT IMPLICATION
Returns false when left input is true and
right input is false. Else returns true.
←
RIGHT IMPLICATION
Returns false when right input is true and
left input is false. Else returns true.
Keep Talking and Nobody Explodes Mod
Greek Calculus
On the Subject of Greek Calculus
The bomb makers are clever. Either the bomb explodes, or they get the answers to
their calculus problems. Make your choice. Also, they like Greek letters.
Good luck!
This module contains two screens, labeled x and y,
showing data points on a function. It also contains two
parameters written to the right of the screens, one blue,
one yellow, and a colored LED above the screens.
The full list of data points can be cycled through using the left and right
buttons near the x screen. The data points are sorted in increasing x order,
and wrap around.
Some of the y values and both parameters are encoded using lowercase Greek
letters. Their values can be found using Table 1 below.
There will always be data points with x values equal to each parameter.
According to the color of the LED, perform the correct calculation using
Table 2 below.
After the answer has been determined, use the number buttons below the
screen to input the result. If the result is negative, input the absolute
value of the result and then hit the "NEG" button. Push the "CHK" button to
check.
If either the incorrect answer is submitted or more than 9 digits were
punched into the module, a strike is given and the input is reset to
positive 0.
A note on rounding: If the number to be rounded lies exactly halfway
between two integers, always round to the greater integer. (e.g. 3.5 rounds
to 4, -9.5 rounds to -9)
Keep Talking and Nobody Explodes Mod
Greek Calculus
Table 1: Greek Letter to Number Conversion Table
Letter
English
Name
α
alpha
Number of lit indicators
β
beta
Number of AA batteries
γ
gamma
Number of ports
δ
delta
Last digit of serial number
ε
epsilon
Maximum of non-encoded y values given on this module
ζ
zeta
Number of data points given on this module
η
eta
Minimum of x values given on this module
θ
theta
Minimum of non-encoded y values given on this module
ι
iota
Number of unlit indicators
κ
kappa
Number of digits in the serial number multiplied by the
number of letters in the serial number
λ
lambda
The absolute value of the difference between the two
parameters on this module
µ
mu
Number of battery holders
ν
nu
Number of D batteries
ξ
xi
Maximum of x values given on this module
ο
omicron
π
pi
An approximation of the circle constant, π=3
ρ
rho
Number of distinct types of ports
σ
sigma
Sum of all digits in the serial number
τ
tau
An approximation of the circle constant, τ=6
υ
upsilon
φ
phi
An approximation of the golden ratio constant, φ=2
χ
chi
The sum of the two parameters on this module
ψ
psi
Total number of indicators
ω
omega
First digit of serial number
Number Represented
Number of port plates
Total number of batteries
Keep Talking and Nobody Explodes Mod
Greek Calculus
Table 2: LED Calculations Table
Green LED:
The goal is to approximate the derivative of the function at the average of
the two parameters.
To do so, first find the average of the two parameters, and call it a.
Then, within the list, find the data point with the smallest x value that is
still strictly greater than a. Call this point (x1, y1).
Find the data point with the greatest x value that is still strictly less than
a. Call this point (x2, y2).
The answer is (y1-y2)/(x1-x2) rounded to the nearest integer, where / means
division.
Red, Blue or Yellow LED:
The goal is to estimate the integral of the function from the blue parameter
to the yellow parameter.
If the parameters are equal, the answer is 0.
Otherwise, starting from the data point with the same x value as the lower
parameter and ending at the data point with the same x value as the higher
parameter (both inclusive), for each pair of adjacent data points within the
list, multiply two numbers:
the positive difference between their x values, and:
If the LED is Red, the y value of the point with the lower x value.
If the LED is Blue, the y value of the point with the higher x value.
If the LED is Yellow, the average of their y values.
Add all the results together. If the blue parameter is less than the yellow
parameter, this sum is the answer. Otherwise, negate this sum to get the
answer.
Round the answer to the nearest integer.
Otherwise:
You don't have to do calculus for this one. Just add up the y values of all
points with x value between the parameters (inclusive on both sides). This is
the answer.
Keep Talking and Nobody Explodes Mod
Complex Keypads
On the Subject of Complex Keypads
δ
μ
As if having four buttons wasn't enough.
See Appendix A for indicator identi cation reference.
See Appendix B for battery identi cation reference.
See Appendix C for port identi cation reference.
σ
β
ζ
Ξ Φ
مκ
Only one row below has all nine of the symbols that appear on the keypad.
Follow these rules in the order they are listed. Perform the rst action
that applies:
1. If there are more than 2 batteries and a parallel port present on the
bomb, disregard the chart and press the keypads as they appear on the
module, going left to right, top to bottom.
2. Otherwise, if a DVI-D port and a lit indicator labeled BOB are present
on the bomb, the keypads must be pressed in the order they appear in
the chart going right to left.
3. If none of the above apply, the keypads must be pressed in the order
they appear in the chart going left to right.
α
ε
θ
ψ
μ
Ξ
ζ
σ
β
Δ
π
α
ζ
ω
δ
Γ
η
م
⊃
κ
φ
κ
ω
Γ
θ
β
ε
π
נ
Δ
נ
م
φ
ε
μ
ω
α
σ
κ
ن
Γ
ω
μ
δ
ن
⊃
Ξ
α
η
β
Keep Talking and Nobody Explodes Mod
Simon Shrieks
On the Subject of Simon Shrieks
I... I don’t know if I want to do this anymore...
Four colors will flash in a sequence. Each subsequent
stage adds two more colors. There are three stages.
Using the figure on the next page, find the 5×5 square
corresponding to the color that flashed first.
Use the center of that 5×5 square as your starting point.
For each color that follows, move towards the center of that color’s 5×5
square.
Move one space at a time.
Move in the direction with the greatest amount of spaces between the
center of the current position of your 5×5 square, and the center of
that color’s 5×5 square.
Move only in orthogonal directions (left, right, up or down), except
when the amount of spaces in both orthogonal directions is the same; at
that point move diagonally.
Count the colors in this new 5×5 square. The colors are (R)ed, (B)lue, (G)reen,
(Y)ellow, (M)agenta, (C)yan, and (W)hite.
Press the colored buttons in the order from least to most occurrences
according to the following rules:
If the serial number contains a vowel: Only press the colors with an
even number of occurrences.
If the serial number does not contain a vowel: Only press the colors
with an odd number of occurrences.
If colors tie on occurrence, press the tied colors in the order of their
first occurrence in the 5×5 square in reading order.
If the sequence restarts flashing after you have entered a partial answer,
your input is reset.
Keep Talking and Nobody Explodes Mod
Simon Shrieks
Marked color,
from there:
One clockwise
Two clockwise
Three clockwise
Four clockwise
Five clockwise
Six clockwise
Keep Talking and Nobody Explodes Mod
Subways
Bryan
On the Subject of Subways
Why can't you
Tu
12
nd your own way...
PM
The diffuser is given a map, a name of a commuter, and the day
the commuter is traveling. You've got to help them nd their
way by providing the route they need to take and the time
they need to take it.
Submit
1. Using the table below associated with the correct city, nd out what time
and route the commuter is taking. Routes and times are in the following
format: Route | Time
2. Use the second table to nd out the stops on the route. The diffuser can see
the stops they have selected: green = stop 1, yellow = stop 2, red = stop 3.
Click a stop again to deselect it.
Note: If batteries are used to tell time, 0 = 12am, 5 = 5am, 14 = 2pm, etc. If
the number of batteries exceeds 24, subtract 24 and use that new number.
Table(s) 1:
New
York
Monday
Tuesday
Wednesday
Thursday
Friday
Bryan
1 | 8AM
8 | 7PM
4 | 4AM
3 | 11AM
6 | 12PM
John
6 | 7AM
1 | 2AM
2 | 1PM
7 | Battery
Count
3 | 4PM
Mike
7 | Battery
Count
2 | 3AM
5 | 6PM
8 | 9AM
4 | Battery
Count
Emily
8 | 8PM
2 | 1AM
1 | 2PM
3 | Battery
Count
5 | 11PM
Mary
7 | 6AM
1 | Battery
Count
4 | 3PM
6 | 5AM
2 | 5PM
Katie
5 | 12AM
7 | 10PM
3 | Battery
Count
8 | 10AM
4 | 9PM
Keep Talking and Nobody Explodes Mod
London
Monday
Tuesday
Subways
Wednesday
Thursday
Friday
Bryan
9 | 1AM
14 | Battery
Count
13 | 5PM
10 | 5AM
15 | 6PM
John
13 | Battery
Count
11 | 12PM
10 | 2AM
16 | 4AM
14 | 9AM
Mike
9 | 8AM
16 | 7PM
12 | Battery
Count
11 | 9PM
15 | 11PM
Emily
13 | 11AM
9 | 4PM
10 | 3AM
16 | 1PM
12 | Battery
Count
Mary
13 | 7AM
16 | 2PM
11 | 12AM
9 | Battery
Count
12 | 10AM
Katie
12 | Battery
Count
14 | 8PM
9 | 6AM
13 | 3AM
16 | 10PM
Paris
Monday
Tuesday
Wednesday
Thursday
Bryan
17 | Battery
Count
18 | 9AM
21 | 8PM
22 | 2PM
19 | 7AM
John
20 | 3AM
19 | 10PM
23 | Battery
Count
18 | 10AM
22 | 12AM
Mike
20 | 5PM
21 | Battery
Count
23 | 11AM
18 | 8AM
24 | 4AM
Emily
17 | 12PM
22 | 1PM
24 | 9PM
18 | 6PM
20 | Battery
Count
Mary
19 | 5AM
21 | 3PM
23 | 6AM
24 | Battery
Count
17 | 11PM
Katie
19 | 2AM
17 | Battery
Count
20 | 7PM
21 | 1AM
23 | 4PM
Friday
Keep Talking and Nobody Explodes Mod
Table 2:
Route
Stops
1
Canal St 1 > Franklin St 1 > Chambers St 1-2-3
2
Franklin St 1 > Rector St 1 > South Ferry 1
3
Canal St J-N-Q-R > City Hall R-W > Rector St R-W
4
South Ferry R-W > Cortlandt St R-W > Canal St J-N-Q-R
5
Chambers St J-Z > Fulton St > Broad St J-Z
6
Wall St 2-3 > Park Place 2-3 > Chambers St 1-2-3
7
World Trade Center E > Canal St A-C-E > Chambers St A-C
8
Bowling Green 4-5 > Wall St 4-5 > City Hall 4-5-6
9
Green Park > Piccadilly Circus > Leicester Square
10
Holborn > Leicester Square > Green Park
11
Oxford Circus > Tottenham Court Road > Holborn
12
Warren Street > Tottenham Court Road > Leicester Square
13
Oxford Circus > Warren Street > King's Cross St. Pancras
14
Warren Street > Oxford Circus > Green Park
15
Holborn > Picadilly Circus > Green Park
16
King's Cross St. Pancras > Warren Street > Green Park
17
Richelieu Drouot > Grands Boulevards > Bonne Nouvelle
18
Réaumur Sébastopol > Sentier > Bourse
19
St-Michel > Cité > Réaumur Sébastopol
20
Pont Neuf > Pont Marie > Sully Morland
21
Bonne Nouvelle > Grands Boulevards > Richelieu Drouot
22
Bourse > Sentier > Réaumur Sébastopol
23
Réaumur Sébastopol > Cité > St-Michel
24
Sully Morland > Pont Marie > Pont Neuf
Subways
Keep Talking and Nobody Explodes Mod
Turtle Robot
On the Subject of Turtle Robot
It’s a bit old and buggy, but it works.
An old terminal computer contains drawing
instructions for a Turtle robot
(https://en.wikipedia.org/wiki/Turtle_(robot)). For
example:
FD 4 — Move 4 steps forward.
LT 90 — Rotate 90 degrees left.
RT 90 2 — Move in a curve, making 90 degrees of a circle with radius 2.
Following the instructions you’ll get one of the drawings below. It can be
rotated, mirrored and/or scaled. The turtle The code contains three bugs in the
form of extraneous inserted instructions. Use the arrow keys to scroll through
the source code. Comment out the bugs using the ‘#’ key. Commenting out a command
that isn’t a bug results in a strike. Comment out all bugs to solve the module.
Keep Talking and Nobody Explodes Mod
Font Select
On the Subject of Font Select
Until now, you’ve only had to deal with the font Special Elite and whatever font
that appears in the module, and usually it wasn’t important, That changes today.
This Module will present a display, two arrow keys and a
submit button. The display will show a phrase and the arrow
keys will shift the font. Locate the phrase in Table A and its
corresponding number, locate the row with the same number
in Table B and submit the first font out of the list that’s present on the module.
Font names, as well as an example phrase for each font, can be found on the
following page.
TABLE A
Eight Ate 8
1
U.R. 1
3
Jokes on you! I’m the male.
4
You are one
1
Jokes on you! I’m male.
4
Ate, Ate, Ate
3
Testing, testing, 1 to 3
2
8 ate eight
4
Yew R. Wonn
3
Testing, testing, 123
4
Jokes on you! I’m the mail.
3
Testing, testing, 1-3
1
Ewe Arr Won
1
Jokes on you! I’m female.
2
888
2
Testing, testing, 1 two 3
2
TABLE B
1
Special Elite, Coming Soon, Indie Flower, Day Poster Black, Rock Salt,
Karma, Lobster, Ostrich Sans, Chewy, Anonymous Pro, Gochi Hand,
Merriweather
2
Anonymous Pro, Chewy, Day Poster Black, Indie Flower, Merriweather, Rock
Salt, Karma, Gochi Hand, Lobster, Coming Soon, Special Elite, Ostrich Sans
3
Indie Flower, Coming Soon, Karma, Chewy, Anonymous Pro, Special Elite,
Ostrich Sans, Lobster, Merriweather, Day Poster Black, Gochi Hand, Rock
Salt
4
Karma, Gochi Hand, Lobster, Special Elite, Merriweather, Rock Salt,
Ostrich Sans, Indie Flower, Day Poster Black, Anonymous Pro, Coming Soon,
Chewy
Keep Talking and Nobody Explodes Mod
Font Select
Font Samples
Special Elite: The quick brown fox jumps over the lazy dog.
YOU'RE A WINNER! 1-8
Gochi Hand: The quick brown fox jumps over the lazy dog.
YOU'RE A WINNER! 1-8
Day Poster Black: The quick brown fox jumps over the lazy dog.
YOU'RE A WINNER! 1-8
Indie Flower: The quick brown fox jumps over the lazy dog.
YOU'RE A WINNER! 1-8
Coming Soon: The quick brown fox jumps over the lazy dog.
YOU'RE A WINNER! 1-8
Anonymous Pro: The quick brown fox jumps over the lazy dog.
YOU'RE A WINNER! 1-8
Rock Salt: The quick brown fox jumps over the lazy dog.
YOU'RE A WINNER! 1-8
Chewy: The quick brown fox jumps over the lazy dog.
YOU'RE A WINNER! 1-8
Lo ter:
quic brow f
YOU'RE A WINNER! 1-8
jump over th l
do .
Ostrich Sans: The quick brown fox jumps over the lazy dog.
YOU'RE A WINNER! 1-8
Karma: The quick brown fox jumps over the lazy dog.
YOU'RE A WINNER! 1-8
Merriweather: The quick brown fox jumps over the lazy dog.
YOU'RE A WINNER! 1-8
Keep Talking and Nobody Explodes Faulty Modules
Faulty Sink
On the Subject of the Faulty Sink
There's nothing worse than when your plumbing is not working properly.
In the process of transferring manufacturers for our Sinks,
there have been some issues in production, causing many of
our product to become faulty.
While this issue would generally be dealt with within our
own parties, it appears that many of these faulty Sinks have
made their way to the general public, and it is our reponsibility to request a
recall of this product for general safety and performance.
Unfortunately, as this product is designed with explosives in mind, it's
important to know how to dismantle the product before removal and return of the
product.
Fortunately, we have documentation of the workings of the various faulty
product. Use the following instructions along with the original Sink
instructions as a guide. Do not interact with a hot or cold knob unless the
instructions state that you may.
Important: The most common malfunction is an endless turning knob. If you
interact with a button one of the knobs may begin spinning on its own. The knob
will continue spinning until it is manually stopped.
There are three different ways to stop a knob from spinning:
1. If the knob begins spinning after entering a set of three inputs, input
those three inputs in reverse.
2. Otherwise if a knob is spinning clockwise, hold that knob for three seconds
and let go. If you hold for longer than five seconds, you may recieve a
warning.
3. Otherwise, if the knob is spinning counter-clockwise, select the opposite
knob.
If only the drain pipe appears black, select the hot knob and then select the
sink itself.
If the drain pipe appears blue, swap all cold and hot knob inputs
If there are pink textures, select the texture from another object on the
module and copy it over the pink texture. When the knobs are the same, you may
interact with them.
If all materials are black, the product is overheating. Do not interact with
the hot knob. You may use the faucet or drain pipe instead. The cold knob will
function as normal.
If the module is upside down, that means the product is working in reverse.
Renumber the intended conditionals from bottom to top [1-6], and check the
number of batteries from bottom [0-1] to top [6+]. Finally, input the final knob
inputs in reverse.
Keep Talking and Nobody Explodes Mod
Sink
On the Subject of Sinks
I'd say bombs have everything but the kitchen sink, but apparently they have that
too.
This module will present you with a sink with two knobs: Hot
and cold, use the number of batteries to figure out which row
in Table A to follow. This row will give you a series of
numbers corresponding to the conditions in the numbered
list. For each conditional that’s true, turn the knob in the “If true” column. For
each conditional that’s false, turn the knob in the “If false” column.
# of batteries
Rule Sequence
If True
If False
0-1
2,1,4
Hot
Cold
2-3
3,6,2
Cold
Hot
4-5
5,3,1
Cold
Hot
6+
5,6,4
Hot
Cold
Conditionals
1. If there is an unlit NSA indicator
2. If there is a vowel in the serial number
3. If the knobs are gold-plated
4. If the faucet is stainless steel
5. If the drain pipe is copper
6. If there is an HDMI or RJ-45 port
Keep Talking and Nobody Explodes Mod
Guitar Chords
On the Subject of Guitar Chords
You hum it, I'll play it.
The module consists of a guitar fretboard, three level
displays and a play button.
To defuse the module, you must enter the finger
positions of the given chords at the capo position.
Entering a wrong or invalid chord will cause a strike.
Use the chord chart to determine the position of each chord.
Press a fret to select it. Press it again to deselect it.
At each stage, the capo positions are determined by the tables below. Use the
first condition that applies.
The capo position relocates the chord on the fretboard.
For example, capo 3 will move any fingers on the first fret to the fourth
fret. Capo 8 will move any fingers on the third fret to the eleventh fret etc.
Any empty strings are unaffected by the capo, and remain empty.
Capo Position
Level 1
Level 2
Level 3
Capo
Position
Condition
Capo
Position
9
A PS/2 or
serial port
are present
5
No batteries
are present
3
7
The serial
number
contains a
vowel
0
The sum of
the serial
number
digits is
less than 10
5
5
More than
five
batteries
are present
9
An FRQ
indicator is
present
7
The last digit
of the serial
number is odd
3
An unlit
SIG
indicator
is present
7
An RCA or a
DVI-D port
are present
0
Otherwise
0
Otherwise
3
Otherwise
9
Condition
A lit BOB
indicator is
present
A parallel &
RJ-45 port
are present
Fewer than
three
batteries are
present
Condition
Capo
Position
Keep Talking and Nobody Explodes Mod
Guitar Chords
Chord Chart
The chords are displayed below in the same orientation as the guitar on the
module (i.e. the head, with the tuning pegs, is on the right hand side).
Chord
Name
Chord
Position
Chord
Name
Chord
Position
Chord
Name
Ab
C
Em
Ab7
C7
E7
Abm7
Cm7
Em7
A
C#
F7
Am
C#m
Fm7
A7
C#7
F#
Am7
C#m7
F#m
Bb
D
F#7
Bbm
Dm
F#m7
Bbm7
D7
G
B
Dm7
Gm
Bm
Ebm
G7
B7
Eb7
Chord
Position
Keep Talking and Nobody Explodes Mod
Lasers
On the Subject of Lasers
Don’t shoot yourself in the foot.
The module will initially show 9 closed hatches in a 3×3
grid. Each hatch is numbered a digit from 1–9.
Open 7 hatches to reveal 7 colored lasers in the order
listed in the below table. At each stage, choose a laser
that is not forbidden based on the rule listed in the
table.
Choosing a forbidden laser will earn a strike and reset the module to its
initial state.
You cannot re-use an already opened hatch. The numbers on the hatches do
not change position. Make it through all 7 stages to defuse the module.
Based on the hatches chosen in earlier stages, it is possible to reach a
later stage in which no remaining hatches are valid. However, there is
always at least one path that can be taken from start to finish that will not
lead to such a situation.
Stage
Color
Forbidden Lasers
Red
Any laser in the row containing the laser equal to the digital root*
of the sum of all laser numbers in the topmost row.
Orange
Any laser orthogonally** adjacent to the laser taken in the red
stage.
Yellow
Any laser in the column originally containing the laser equal to the
digital root* of the sum of all laser numbers originally in the 2
rightmost columns.
Green
Any laser NOT diagonally adjacent to the laser taken in the yellow
stage.
Blue
Any laser in the row or the column originally containing the laser
equal to the digital root* of the (number of whole minutes
originally in the bomb plus one).
Purple
Any laser that shares parity (that is, matches even/odd condition)
with the number of modules originally on the bomb.
White
Any laser originally adjacent to the laser taken in the blue stage.
* Digital root is calculated by adding the sum of the digits of a number, and
repeating until left with a single number. For example, 1356 = 1+3+5+6 = 15; 15 =
1+5 = 6, so the digital root of 1356 is 6.
** Lasers are orthogonally adjacent if they are to the left/right/up/down of one
another (adjacent, not counting diagonals).
Keep Talking and Nobody Explodes Mod
Calendar
On the Subject of Calendars
It's beginning to look a lot like Christmas... or is it Kwanzaa...? Day of the Dead?
<
In this module, you have a somewhat broken calendar
with months you can scroll through using the arrows to
the left and right of the calendar.
There will also be a skinny colored LED indicator at the
top of the module that will be either red, green, blue, or
yellow.
As you scroll through the calendar, you will notice either a single day
circled with a red circle or a group of days bracketed off with red
brackets.
Using your current local date*, the information on the module, and
edgework, you must nd the speci c day in the speci c month to then
click in order to solve the module. Any clicks on an improper day will
cause you to receive a strike.
<
Step 1:
First, use the LED color and your current local date* to
your answer is in. Season boundaries are inclusive.
nd out which month
Spring: March 22nd - June 21st
Summer: June 22nd - September 21st
Autumn: September 22nd - December 21st
Winter: December 22nd - March 21st
Your Current
Season
C
O
L
O
R
Summer
Autumn
Winter
110
1120
2131
110
1120
2131
110
1120
2131
110
1120
2131
Green
Jan
Nov
Aug
Jun
Mar
Dec
Feb
Jul
Sep
May
Oct
Apr
Yellow
Dec
Jun
Apr
Oct
May
Feb
Aug
Nov
Mar
Jul
Jan
Sep
Red
Feb
Jul
Oct
Jan
Sep
Aug
Dec
Apr
Jul
Mar
Nov
Jun
Blue
May
Mar
Sep
Apr
Jul
Nov
Jun
Oct
Jan
Dec
Aug
Feb
Your Current
Date*
L
E
D
Spring
*Current local date refers to the date that the bomb was activated on.
Step 2:
Keep Talking and Nobody Explodes Mod
Calendars
Next, use the rightmost*** number of the serial number and the holiday selected
in red on the module to gure which day of your previously selected month is
the answer. The red mark indicates a holiday somewhere in the world; if you are
unsure of the holiday marked off, refer to the Appendix of Holidays on the next
page. Some of the answers this table contain are formatted as such: #/#. If this is
the case, use the rst number if your selected month has that many days.
Otherwise, use the second number.
Rightmost*** Number of the Serial #
Holiday**
0
1
2
Christmas Eve
12
2
11
Day of the Dead
4
16
Bastille Day
22
Golden Week
3
4
5
7
18
24
21
15
27
14
6
11
8
20
17
Australia Day
19
5
Republic Day
10
Epiphany
6
7
8
9
4
14
10
20
6
25
13
2
9
8
19
31/7
23
28
26
16
23
16
1
22
24
5
24
3
29/1
28
18
30/4
13
12
29/2
12
24
15
20
5
27
25
7
15
1
31/7
17
26
30/8
24
9
3
25
Earth Day
23
13
25
30/3
4
11
27
15
21
31/5
Day of German
Unity
4
27
8
22
10
14
13
28
13
21
Cinco de Mayo
29/3
19
27
15
9
16
19
14
9
3
Veterans Day
14
7
23
17
5
31/1
2
25
17
11
Guy Fawkes Night
26
16
3
26
29/7
18
22
25
17
11
Saint Patrick's
Day
2
28
18
13
21
12
3
10
20
1
World Braille Day
17
24
15
20
1
30/9
28
6
7
14
Kwanzaa
21
9
30/6
24
28
6
21
26
31/2
8
Valentine's
11
6
22
14
19
27
20
7
16
23
April Fools'**
1
2
3
4
5
6
7
8
9
10
**If the holiday is Groundhog Day, click any day in the correct month 3 times. You will get two fake strike sounds, but then
the module will be solved.
***If the holiday is April Fools', use the leftmost number of the serial number in the table in step 2 instead of the
rightmost. April Fools!
Appendix of Holidays
Keep Talking and Nobody Explodes Mod
Calendars
April Fools' is celebrated every year on April 1st by playing practical jokes and
spreading hoaxes. The jokes and their victims are called April fools.
Australia Day is the of cial National Day of Australia. Celebrated annually on January
26th, it marks the anniversary of the 1788 arrival of the First Fleet of British ships.
Bastille Day is the common name given in English-speaking countries/lands to the French
National Day, which is celebrated on the 14th of July each year.
Christmas Eve is the evening or entire day before Christmas Day, the festival
commemorating the birth of Jesus of Nazareth. It is celebrated on December 24th.
Cinco de Mayo is an annual celebration held on May 5th. The date is observed to
commemorate the Mexican Army's unlikely victory over the French Empire at the Battle of
Puebla.
The Day of German Unity is the national day of Germany, celebrated on October 3rd as a
public holiday.
The Day of the Dead is a Mexican holiday celebrated throughout Mexico, in particular the
Central and South regions, and by people of Mexican ancestry living in other places. It is
on October 31st.
Earth Day is an annual event celebrated on April 22nd. Worldwide, various events are held
to demonstrate support for environmental protection.
Epiphany, also Theophany or Three Kings' Day, is a Christian feast day on January 6th,
that celebrates the revelation of God incarnate as Jesus Christ.
Golden Week is a week from the 29th of April to the 6th of May containing a number of
Japanese holidays.
Groundhog Day is a traditional holiday originating in the United States that is
celebrated on February 2nd.
Guy Fawkes Night, also known as Guy Fawkes Day, Bon re Night and Firework Night, is an
annual commemoration observed on November 5th, primarily in Great Britain.
Kwanzaa is a week-long celebration held in the United States and in other nations of the
West African diaspora in the Americas. It goes from December 26th to January 1st.
Republic Day or Festa della Repubblica is the Italian National Day, which is celebrated
on June 2nd each year.
Saint Patrick's Day, or the Feast of Saint Patrick, is a cultural and religious celebration
held on March 17th, the traditional death date of Saint Patrick, the foremost patron saint
of Ireland.
Valentine's Day, also called Saint Valentine's Day or the Feast of Saint Valentine, is an
annual holiday celebrated on February 14th.
Veterans Day is an of cial United States public holiday, observed annually on November
11th, that honors military veterans; that is, persons who served in the United States
Armed Forces.
World Braille Day is annually celebrated on January 4th, the birthday of Braille
inventor, Louis Braille, and recognizes the contributions of Louis Braille in helping
blind and visually impaired people to read and write.
Keep Talking and Nobody Explodes Mod
DACH Maze
On the Subject of DACH Maze
The roof of the world.
This module has three displays: a large display that shows
your current location, and two smaller displays, one that
says “DACH”* and one that shows your destination. Use the map
and the Abbreviation table below to find the correct path.
Use the shapes on the module to cross boundaries between
adjacent states, cantons and countries. If you pressed a shape that is not on the
border of the region you are currently at, a strike will be recorded.
Since some regions have clashing two-letter abbreviations, you may need to
travel to an adjacent region first to determine where you actually are.
Black lines represent borders you cannot cross, while white lines represent
borders you are allowed to cross. Once you get to your destination, the module
is disarmed.
* If the top right panel doesn’t say DACH, you are looking at a different module.
Keep Talking and Nobody Explodes Mod
DACH Maze
Abbreviation Table (clashes highlighted)
Germany (D)
Switzerland (CH)
BB Brandenburg
AG Aargau
BE Berlin
AI Appenzell Inner Rhodes
BW Baden-Württemberg
AR Appenzell Outer Rhodes
BY Bavaria
BE Bern
HB Bremen
BL Basel Country
HE Hesse
BS Basel City
HH Hamburg
FR Fribourg
MV Mecklenburg-Vorpommern
GE Geneva
NI Lower Saxony
GL Glarus
NW North Rhine-Westphalia
GR Grisons
RP Rhineland-Palatinate
JU Jura
SH Schleswig-Holstein
LU Luzern
SL Saarland
NE Neuchâtel
SN Saxony
NW Nidwalden
ST Saxony-Anhalt
OW Obwalden
TH Thuringia
SG St. Gallen
SH Schaffhausen
Austria (A)
SO Solothurn
BU Burgenland
SZ Schwyz
KN Carinthia
TG Thurgau
NO Lower Austria
TI Ticino
NT North Tyrol
UR Uri
OO Upper Austria
VD Vaud
OT East Tyrol
VS Valais
SA Salzburg
ZG Zug
ST Styria
ZH Zürich
VO Vorarlberg
WI Vienna
Additional
FL Liechtenstein
Keep Talking and Nobody Explodes Mod
USA Maze
On the Subject of USA Maze
The United States of America: where easy video games come from.
This module has three displays - a large display that shows
your current state*, and two smaller displays that says
"USA"** and that shows your destination state. Use the map and
the Abbreviation table below to find the correct path. Use the
shapes on the module to cross boundaries between adjacent
states. If you pressed a shape that is not on the border of the state you are
currently at, a strike will be recorded.
Black lines represent borders you cannot cross, while white lines represent
borders you are allowed to cross. Once you get to your destination state, the
module will be solved.
You may have the option to fly to and from certain states based on the day of the
week if your state is not on the map. States that can be flown to have a symbol not
connected to another state or have its symbol attached to its name. Use the Day Of
Week table to determine which borders are open based on the day listed on a
present Day of Week widget or the current day listed on the defuser's device.
*If you cannot see your current movements, a button with the letter "R" will be
available to send you back to where you started. You will also be sent back to your
starting location on receiving strikes.
**If the top right panel doesn't say USA, you've probably got the wrong manual
Keep Talking and Nobody Explodes Mod
USA Maze
Day Of Week Table
Sunday
Monday
Tuesday
Wednesday
Thursday
Friday
Saturday
AK
HI
Abbreviation Table
AK Alaska
AL Alabama
AR Arkansas
AZ Arizona
CA California
CO Colorado
CT Connecticut
DE Delaware
FL Florida
GA Georgia
HI Hawaii
IA Iowa
ID Idaho
IL Illinois
IN Indiana
KS Kansas
KY Kentucky
LA Louisiana
MA Massachusetts
MD Maryland
ME Maine
MI Michigan
MN Minnesota
MO Missouri
MS Mississippi
MT Montana
NC North Carolina
ND North Dakota
NE Nebraska
NH New Hampshire
NJ New Jersey
NM New Mexico
NV Nevada
NY New York
OH Ohio
OK Oklahoma
OR Oregon
PA Pennsylvania
RI Rhode Island
SC South Carolina
SD South Dakota
TN Tennessee
TX Texas
UT Utah
VA Virginia
VT Vermont
WA Washington
WI Wisconsin
WV West Virginia
WY Wyoming
Keep Talking and Nobody Explodes Mod
Black Hole
On the Subject of Black Holes
Ground control to Major Tom, do you read?
To disarm all Black Hole modules on a bomb, obtain a code
consisting of digits 0–4. The length of the code is 7 times
the total number of Black Hole modules on the same bomb. At
any point, you may enter the next digit of the code on any
unsolved Black Hole module.
If you solve a different module on the bomb after entering a digit of the code,
the code gets shortened by two digits, except when your digit caused a Black
Hole module to become solved. This way the code for a single Black Hole can be
reduced from 7 to 3 digits by solving other modules between entering digits.
The code for two Black Holes can be shortened from 14 to 6, etc.
Observe the 10×10 grid on the next page. Calculate your starting location in
this grid from the bomb’s serial number. The third character is the xcoordinate, the sixth character the y-coordinate. Columns and rows are
counted left-to-right/top-to-bottom from 0.
To determine your initial direction of movement, start by facing north, then
turn 45° clockwise for each port on the bomb.
Obtain the first digit of the code from that grid location, then move one space
in your initial direction, then rotate your direction 45° clockwise.
The next digit is the sum, modulo 5*, of two consecutive grid locations in your
current direction. Obtain the two numbers, move one space beyond them, then
rotate 45° clockwise.
Proceed likewise for every subsequent digit, adding one more grid location
each time. The nth digit of the code is the sum (modulo 5*) of n consecutive grid
locations.
Every time you move beyond the edge of the grid, wrap around to the opposite
side.
The following page explains the gesture for entering each digit.
The “C” gesture can be used to determine how many correct digits have already
been entered in case you lost track.
* “modulo 5”: Add/subtract 5 until the number is in the range 0–4.
Keep Talking and Nobody Explodes Mod
0
1
Black Hole
2
3
4
C
In the above diagrams, a dot represents a tick of the bomb’s countdown timer
(i.e., a change in the seconds value) going from left to right.
A vertical line represents a tap on the module. Make sure that you press and
release the module between two ticks.
A bracket indicates holding the module across one or more ticks.
3
4
1
0
2
3
1
2
0
4
1
3
0
2
4
1
2
3
4
0
3
2
4
2
1
3
0
0
1
4
4
0
0
1
3
4
2
2
1
3
1
2
1
3
0
0
4
3
4
2
4
0
2
3
4
1
3
0
2
1
2
1
3
1
3
0
4
4
0
2
2
4
4
0
0
2
1
1
3
3
0
1
3
4
2
2
0
4
3
1
0
3
2
4
1
4
3
1
2
0
Keep Talking and Nobody Explodes Mod
Binary Tree
On the Subject of the Binary Tree
Contrary to normal trees, binary trees grow downward and are endlessly
confusing with their different traversal orderings...
See Appendix BT for a glossary of terms and orderings
relating to binary trees.
3
B
1
M
W
1
T
The module contains a screen and a depth-three complete
binary tree, containing seven nodes that are buttons
which could be pressed. Each node may be differently colored, and each has a
single black or silver character printed on it. The letter 'O' does not
appear on this module, but the number zero may appear.
The module contains three stages. In each stage, determine which node to
press using a reference node. For the first stage, use the root of the tree as
the reference node. For each subsequent stage, use the correct node pressed
in the previous stage as the reference node.
To find which node to press, first turn the character printed on the
reference node into a number. If it is a numeric character, use that number,
otherwise use the position of that character in the alphabet + 2.
If the resulting number is greater than 7, subtract 7 repeatedly until it is
within the range 1~7. If the number is 0, use 7. Call this number N.
Use the table on the next page to determine an ordering of the nodes from
the current stage number and the color of the reference node.
Press the node that is the Nth node from the start of the ordering, UNLESS
the text on the reference node is silver, in that case press the Nth node
counting in reverse from the end of the ordering instead.
The screen displays previously pressed correct nodes, and is not required
to solve the module.
Pressing a wrong node will result in a strike, but the module will stay on
its current stage. The module will also display the cross-shaped strike
indicator for a while, during which all inputs are ignored.
Keep Talking and Nobody Explodes Mod
Binary Tree
Node Orderings Table
Stage #:
Ref Node
Color:
Stage 1
Stage 2
Stage 3
Red
Preorder
Right-to-Left
Inorder
Right-to-Left
Level Order
Green
Inorder
Right-to-Left
Postorder
Inorder
Blue
Postorder
Right-to-Left
Preorder
Right-to-Left
Inorder
Orange
Level Order
Level Order
Preorder
Cyan
Right-to-Left
Preorder
Preorder
Level Order
Magenta
Right-to-Left
Inorder
Inorder
Right-to-Left
Postorder
Yellow
Right-to-Left
Postorder
Right-to-Left
Level Order
Postorder
Gray
Right-to-Left
Level Order
Postorder
Right-to-Left
Preorder
Keep Talking and Nobody Explodes v. 1
Section 2: Needy Modules
Section 2: Needy Modules
Needy modules cannot be disarmed, but pose a recurrent
hazard.
Needy modules can be identified as a module with a small
2‑digit timer in the top center. Interacting with the bomb
may cause them to become activated. Once activated, these
needy modules must be tended to regularly before their timer
expires in order to prevent a strike.
Stay observant: needy modules may reactivate at any time.
Page 17 of 23
Keep Talking and Nobody Explodes v. 1
On the Subject of Venting Gas
Computer hacking is hard work! Well, it usually is. This job could probably be
performed by a simple drinking bird pressing the same key over and over again.
Respond to the computer prompts by pressing "Y" for "Yes"
or "N" for "No".
Page 18 of 23
Venting Gas
Keep Talking and Nobody Explodes v. 1
On the Subject of Capacitor Discharge
I'm going to guess that this is just meant to occupy your attention, because
otherwise this is some shoddy electronics work.
Discharge the capacitor before it overloads by holding
down the lever.
Page 19 of 23
Capacitor Discharge
Keep Talking and Nobody Explodes v. 1
Knobs
On the Subject of Knobs
Needlessly complicated and endlessly needy. Imagine if such expertise were used
to make something other than diabolical puzzles.
The knob can be turned to one of four different
positions.
The knob must be in the correct position when this
module's timer hits zero.
The correct position can be determined by the on/off configuration of the
twelve LEDs.
Knob positions are relative to the "UP" label, which may be rotated.
LED Configurations
Up Position:
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
Down Position:
X
X
X
X
X
X
X
X
X
X
X
Left Position:
X
X
X
X
X
X
X
X
X
X
X
Right Position:
X
X
X
X
X
X
X
X
X = Lit LED
Page 20 of 23
X
X
X
X
X
Keep Talking and Nobody Explodes Mod
On the Subject of QR Code
Yes, you will need a QR Code scanner here to proceed.
QR Code
9
0
1
This module will display a QR Code when activated.
You have 60 seconds to scan the QR code and enter the 5-8
digits number it gives you.
<QR code>
8
2
7
3
4
5
6
Keep Talking and Nobody Explodes Mod
Button Masher
On the Subject of Button Masher
Just don't break the button, speed runners should know how it feels.
This needy module contains a button and a display.
Upon activation, the needy will display a number
between 25 and 45.
You must press the button as many times as it says in the
display in 20 seconds, or a strike will be recorded.
If you press the button more than what the display intends, a strike will be
recorded.
Keep Talking and Nobody Explodes Mod
Random Number Generator
On the Subject of Random Number
Generator
We are now at the mercy of RNGesus.
When the module activates, there will be two tildes (~) on
the display.
Hit "Generate" to generate random numbers until you
come across a number that matches the rules that apply.
Once you find a number that applies, hit "Accept."
If the last digit of the serial number is...
Odd: The number must be odd.
Even: The number must be even.
If a vowel in the serial number is...
Present: The number must be in between 0 - 49.
Absent: The number must be in between 50 - 99.
Keep Talking and Nobody Explodes v. 1
Appendix A: Indicator Identification Reference
Labelled indicator lights can be found on the sides of the bomb casing.
Common Indicators
SND
CLR
CAR
IND
FRQ
SIG
NSA
MSA
TRN
BOB
FRK
Page 21 of 23
Appendix A
Keep Talking and Nobody Explodes v. 1
Appendix B
Appendix B: Battery Identification Reference
Common battery types can be found within enclosures on the sides of the bomb
casing.
Battery
Type
AA
D
Page 22 of 23
Keep Talking and Nobody Explodes v. 1
Appendix C
Appendix C: Port Identification Reference
Digital and analog ports can be found on sides of the bomb casing.
Port
Name
DVI-D
Parallel
PS/2
RJ-45
Serial
Stereo RCA
Page 23 of 23
Keep Talking and Nobody Explodes Mod
Encrypted Indicators
Appendix ค: Encrypted Indicators
Finally, encryption that's not NP hard!
This indicator works like any other, except its label
has been encrypted! The three letters next to the
indicator light have been replaced with arcane symbols.
Find the sum of the numbers gained from looking up each
symbol in the left table. If the result is in the range
[1,11], then use that result in the second table to nd the label. Otherwise, each
symbol instead represents the letters in the rst table.
Symbol
ใ
ɮ
ʖ
ฬ
น
Þ
ฏ
Ѩ
Ԉ
Ԓ
ด
ล
Ж
in Position
X__
_X_
__X
5/G
0/D
4/G
4/Z
0/D
5/R
0/C
0/J
2/V
-1 / S
2/X
1/B
4/O
5/Y
2/L
-2 / T
5/L
5/J
4/L
1/A
2/O
3/G
5/A
4/S
4/F
4/S
2/M
3/P
2/O
3/F
-1 / K
3/Q
4/K
-1 / D
-2 / N
4/L
5/Q
0/O
5/Z
Result
Indicator
1
CLR
2
IND
3
TRN
4
FRK
5
CAR
6
FRQ
7
NSA
8
SIG
9
MSA
10
SND
11
BOB
*Warning: vanilla modules can not
solve the encryption, so they
completely ignore these
indicators.
Keep Talking and Nobody Explodes Mod
Multiple Widgets
Appendix: Additional Ports
Whats a PCMCIA and USB3.0 doing on a bomb?
In addition to these standard ports
Parallel Port
Serial Port
RJ-45
DVI-D
PS/2
Stereo RCA
These ports were also found.
AC (Power)
Component Video
HDMI
Composite Video
VGA
PCMCIA
USB
*Warning: vanilla modules are not
able to see these ports.
Keep Talking and Nobody Explodes Mod
Multiple Widgets
Appendix: Additional Batteries
Durafuser? Isn't this a rip off of a well known brand of batteries?
Batteries
9-Volt Battery
2 x AA
Batteries
3 x AA
Batteries
4 x AA
Batteries
*Warning: vanilla modules are not
able to see these batteries.
Empty Holders (It seems whoever planted these bombs forgot to include all of the
batteries)
9-Volt Battery
2 x AA Battery
Holder
Holder
3 x AA Battery
Holder
4 x AA Battery
Holder
**Note: Most of the mods that just count batteries/holders will see ALL of these.
These same mods, if they are looking for AA batteries, will ONLY see the 2xAA
batteries, and they will see the 9-Volt battery as a D-Cell.
Keep Talking and Nobody Explodes Mod
Multiple Widgets
Appendix: Colored Indicators
What is up with that Blue ѨԒล indicator and Red CAR indicator?
This indicator works like any other, except that the label is
sometimes encrypted. In the case of encryption, use the
following instructions. The three letters next to the
indicator light have been replaced with arcane symbols. Find the sum of the
numbers gained from looking up each symbol in the left table. If the result is in
the range [1,11], then use that result in the second table to find the label.
Otherwise, each symbol instead represents the letters in the first table.
Symbol
ใ
ɮ
ʖ
ฬ
น
Þ
ฏ
Ѩ
Ԉ
Ԓ
ด
ล
Ж
in Position
X__
_X_
__X
5/G
0/D
4/G
4/Z
0/D
5/R
0/C
0/J
2/V
-1 / S
2/X
1/B
4/O
5/Y
2/L
-2 / T
5/L
5/J
4/L
1/A
2/O
3/G
5/A
4/S
4/F
4/S
2/M
3/P
2/O
3/F
-1 / K
-1 / D
3/Q
-2 / N
4/K
4/L
Result
Indicator
1
CLR
2
IND
3
TRN
4
FRK
5
CAR
6
FRQ
7
NSA
8
SIG
9
MSA
10
SND
11
BOB
*Warning: vanilla modules are not
able to see these indicators,
encrypted or not, period.
Off Indicators are considered to be
Black. On Indicators can be the
following colors
Colors
White
Gray
Red
Orange
Yellow
Green
Blue
Purple
Magenta
5/Q
0/O
5/Z
Keep Talking and Nobody Explodes Mod
Multiple Widgets
Appendix: Two-Factor
Since when did bombs come equipped with Two Factor Authentication?
The Two factor code changes every 60* seconds real time. Least significant digit
is the one closest to the dot.
* The time can be configured from between 30-120 seconds. Additionally, TwoFactor can be disabled completely.
Keep Talking and Nobody Explodes Mod
Appendix #: Numbered Indicators
Oh look! It's just another widget.
Numbered Indicators
###
This indicator can have numbers instead of letters.
The backing of the indicators can also be different colors.
Use the following to convert the indicator to letters:
The first position is the first digit + 20.
The second position is the second digit + 10.
The third position is the third digit.
Add or subtract 26 to the number until it is in the range (1 - 26).
Convert the numbers to its corresponding alphabetical position.
Keep Talking and Nobody Explodes Mod
Appendix BT
Appendix BT: Binary Tree Terms & Orderings
Terms:
A complete binary tree is a structure in which each node, except for the
nodes at the bottom layer, is directly connected to two other nodes under
it, called its children.
The root of the tree is the node at the top layer of the tree.
The left subtree of a node is the tree containing the node's left child, and
all of the child's children. The right subtree of a node is the tree
containing the node's right child, and all of the child's children.
An ordering of the tree visits each node in the tree exactly once in a
certain order.
Orderings:
Preorder: Starting at the root, rst visit the root, then visit all nodes in
its left subtree in preorder, then visit all nodes in its right subtree in
preorder.
Inorder: Starting at the root, rst visit all nodes in its left subtree
using inorder, then visit the root, then visit all nodes in its right
subtree using inorder.
Postorder: Starting at the root, rst visit all nodes in its left subtree in
postorder, then visit all nodes in its right subtree in postorder, then
visit the root.
Level Order: Like reading order. Start at the top row, then read all nodes
from left to right on each row.
For the Right-to-Left version of an ordering given above, read the
corresponding description above, but swap all occurrences of the word
"left" and "right".
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